Omod Question

Post » Tue Jan 04, 2011 4:49 pm

I want to use CorePC's http://www.tesnexus.com/downloads/file.php?id=18677 but I don't want 10 omods loaded like separate mods - I'm trying to keep my mod number down. I'd like to break them down into their file structure format then use OBMM to make one omod called Vibrant Textures then add all the files into that omod the regular way - one mod, multiple files.

Is there a way to use OBMM or another tool to break down an OMOD into its original format of files/folders?
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Tue Jan 04, 2011 1:14 pm

I want to use CorePC's http://www.tesnexus.com/downloads/file.php?id=18677 but I don't want 10 omods loaded like separate mods - I'm trying to keep my mod number down. I'd like to break them down into their file structure format then use OBMM to make one omod called Vibrant Textures then add all the files into that omod the regular way - one mod, multiple files.

Is there a way to use OBMM or another tool to break down an OMOD into its original format of files/folders?

Use OBMM's convert to archive function: Right-click on OMOD-->convert to archive... I do not get why you are stuffing them all into one OMOD though. Bigger OMODs take longer to install, not to mention reinstall. What if you want to make changes? Multiple OMODs gives you more flexibility, right? It is not as if you have 10 esps or something. The number of texture files installed will be the same whether you install the multiple OMODs or make huge, mega OMOD.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Tue Jan 04, 2011 3:26 pm

Use OBMM's convert to archive function: Right-click on OMOD-->convert to archive... I do not get why you are stuffing them all into one OMOD though. Bigger OMODs take longer to install, not to mention reinstall. What if you want to make changes? Multiple OMODs gives you more flexibility, right? It is not as if you have 10 esps or something. The number of texture files installed will be the same whether you install the multiple OMODs or make huge, mega OMOD.


I want to keep my limit of mods down - we can have only 256 or something right? The vibrant textures one has like, 10 I want to use. I've got sooo many already just for the basic changes I want to make to Oblivion - I want to have room with this character to load what I need without worrying about bumping up against the restriction. (I will merge some of the once I can merge later). Plus I already know which of the Vibrant Texture ones I want and would turn them all on or all off. I don''t mind waiting - I'm used to it. :P
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Tue Jan 04, 2011 8:21 am

I want to keep my limit of mods down - we can have only 256 or something right? The vibrant textures one has like, 10 I want to use. I've got sooo many already just for the basic changes I want to make to Oblivion - I want to have room with this character to load what I need without worrying about bumping up against the restriction. (I will merge some of the once I can merge later). Plus I already know which of the Vibrant Texture ones I want and would turn them all on or all off. I don''t mind waiting - I'm used to it. :P

First of all, an OMOD is not a mod itself. It may contain one module or many. The number limits only relate to plugins (ESPs and ESMs) and BSAs. There is a hard cap of 255 active plugins, and there is a soft cap of 300-400 plugins AND BSAs total. You can install texture files until your computer keels over, but there is not a real limit on loose data files. Your preference for one OMOD over ten has nothing to do with that mod limit to which you are referring. I have nearly 400 plugins installed, 150 or so of them are merged, 210 are active, 50 imported into the bashed patch. I probably have about 425 mods installed because the plugins do not account for all of the texture replacers installed.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Tue Jan 04, 2011 6:34 pm

First of all, an OMOD is not a mod itself. It may contain one module or many. The number limits only relate to plugins (ESPs and ESMs) and BSAs. There is a hard cap of 255 active plugins, and there is a soft cap of 300-400 plugins AND BSAs total. You can install texture files until your computer keels over, but there is not a real limit on loose data files. Your preference for one OMOD over ten has nothing to do with that mod limit to which you are referring. I have nearly 400 plugins installed, 150 or so of them are merged, 210 are active, 50 imported into the bashed patch. I probably have about 425 mods installed because the plugins do not account for all of the texture replacers installed.


haha OK I was wondering about this after you posted. I was going to ask if omods count toward the mod limit or not. I figured you'd let me know such. Thank you very much for informing me of this. ..off to load all my omods...Keeping your post for reference.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Tue Jan 04, 2011 2:17 pm

haha OK I was wondering about this after you posted. I was going to ask if omods count toward the mod limit or not. I figured you'd let me know such. Thank you very much for informing me of this. ..off to load all my omods...Keeping your post for reference.

The OMODs are just another archive file stored in a different place than your Oblivion/data folder, so Oblivion has no idea whether a mod is installed as an OMOD or not. I have switched my OMOD folder to another disk (can be done from OBMM's preferences).

There is one advantage to combining OMODs into one larger OMOD though: If the number of OMODs get large (100-200?), OBMM can get into trouble, or at least spend longer time starting up.
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm


Return to IV - Oblivion