OBMM load order question

Post » Sat May 28, 2011 9:50 am

Hey, I've got a basic understanding of OBMM, having installed OOO and a couple other mods. However, I don't understand why or what is all supposed to be displayed in OBMM's load order list. After installing OOO, my load order list got nicely populated, but maybe I've done something wrong with the other mods because though I created OMOD's for 'em and they activate and run well, they don't appear in the load order list. How come? Are they supposed to be there?

Thanks much
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Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Sat May 28, 2011 7:21 am

Only mods that have an ESP and/or ESM will display in the load order. These are mods that change game settings or add unique new items or change more than the graphics of an existing item.

If the mod only replaces existing graphics/shaders/xml files then it will not show in the load order.

Can you give examples of the ones that are worrying you?
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Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sat May 28, 2011 8:03 pm

So far I've got Realistic Physics and RPG's LowTriPoly Grass. Neither shows up in LO. Understandable about the grass - no esp/esm. Thanks for the help there.

Realistic Physics has a couple esp files though but doesn't show up. This may be my bad. In the folders after I unzipped it, it had multiple esms to pick from (different physics effects, i.e. low force, medium, etc.), so I moved the ones I didn't want and left only my choices there. THEN I created an OMOD out of the folder. Was this wrong? Do I have to have "OMOD conversion data" like is sometimes offered to download? There wasn't such an offer for this mod though :(
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jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Sat May 28, 2011 1:25 pm

Omod conversion data is usually offered for complicated scripted installs where you are given a bunch of choices.

Probably your file is structured wrong. Right click it, choose "info" and post the result here in a "spoiler" box.
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Sat May 28, 2011 4:48 am

Here it is.

Spoiler

Realistic Physics 1.0.omod

[basic info]
Name: Realistic Physics

Author:
version: 1.0
Contact:
Website:

No description

Date this omod was compiled: 4/14/2010 7:53:30 PM
Contains readme: yes
Contains script: no

[omod file information]
File size: 179 kilobytes
Internal omod file version: 4
CRC: F5A8CD32
Created or installed: 4/14/2010 7:53 PM
Last modified: 4/14/2010 7:53 PM

[Complete plugin list]
Realistic Magic Force\RealisticMagicForceLow.esp
Realistic Force\RealisticForceMedium.esp

[Complete data file list]
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\zombie\skeleton.nif (54F0DA56)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\xivilai\skeleton.nif (4BBED527)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\troll\skeleton.nif (81AC0B7A)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\spriggan\skeleton.nif (FBB6E383)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\spiderdaedra\skeleton.nif (D8C468F8)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\slaughterfish\skeleton.nif (71865E09)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\skeleton\skeleton.nif (30CFEBBE)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\sheep\skeleton.nif (D5944F59)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\scamp\skeleton.nif (859AE186)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\rat\skeleton.nif (C4577E29)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\ogre\skeleton.nif (F2ECDB0B)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\mudcrab\skeleton.nif (58828E27)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\mountainlion\skeleton.nif (D31746FA)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\minotaur\skeleton.nif (8E119FAF)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\lich\skeleton.nif (1AC3A8B4)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\landdreugh\skeleton.nif (2986D12A)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\imp\skeleton.nif (0E3BC5F2)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\horse\skeleton.nif (E9F474C7)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\goblin\skeleton.nif (0843BF8E)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\frostatronach\skeleton.nif (08C7CC30)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\flameatronach\skeleton.nif (6BE29464)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\dog\skeleton.nif (6A2121E4)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\deer\skeleton.nif (F7E7F1F7)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\daedroth\skeleton.nif (11A3478F)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\clannfear\skeleton.nif (7937DE57)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\boar\skeleton.nif (BF6A7E17)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\bear\skeleton.nif (1E202182)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\characters\_male\skeleton.nif (A9B1105B)
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\characters\_male\skeletonbeast.nif (6C618B93)

[Currently installed data files]
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\zombie\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\xivilai\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\troll\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\spriggan\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\spiderdaedra\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\slaughterfish\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\skeleton\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\sheep\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\scamp\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\rat\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\ogre\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\mudcrab\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\mountainlion\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\minotaur\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\lich\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\landdreugh\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\imp\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\horse\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\goblin\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\frostatronach\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\flameatronach\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\dog\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\deer\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\daedroth\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\clannfear\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\boar\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\creatures\bear\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\characters\_male\skeleton.nif
Realistic Ragdolls\Friction_Increase_&_Less_Rigid_Body_Lifting\Data\meshes\characters\_male\skeletonbeast.nif

User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Sat May 28, 2011 6:52 pm

Okay, two things. First, you'll note that the ESP file aren't included in the bottom section that lists "currently installed files", so that's why they aren't in your load order.

Second, without a script to handle the install, I believe you need a simpler structure. The two ESP files should be in the "base" of the omod (the main directory, not in any other subdirectory), and the nif files should only be in the files beginning with Data. So it will look like this in the report:

Spoiler
[Complete plugin list]
RealisticMagicForceLow.esp
RealisticForceMedium.esp

[Complete data file list]
Data\meshes\creatures\zombie\skeleton.nif (54F0DA56)
Data\meshes\creatures\xivilai\skeleton.nif (4BBED527)
Data\meshes\creatures\troll\skeleton.nif (81AC0B7A)
Data\meshes\creatures\spriggan\skeleton.nif (FBB6E383)
Data\meshes\creatures\spiderdaedra\skeleton.nif (D8C468F8)
Data\meshes\creatures\slaughterfish\skeleton.nif (71865E09)
Data\meshes\creatures\skeleton\skeleton.nif (30CFEBBE)


and so on.

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chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Sat May 28, 2011 5:48 pm

Also apparently some guys are making versions of mods with filetypes that if you simply unzip the download, and double click the main file (has the official Oblivion icon) it opens OBMM and puts it in the right hand window, ready for activation.

In that case, I don't have to go through the "create OMOD" bit, do I?

Just installed Operation Optimization OMOD from http://www.tesnexus.com/downloads/file.php?id=21705 and just unzipped and double clicked the main file.
Again, did not appear in LO.
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Sat May 28, 2011 12:02 pm

thanks for your help...I'd rather not manually install mods like it looks like Realistic Physics requires, so I'll look for a comparable mod that lets me move dead bodies easier, lol

clarification on my previous reply would be appreciated!

thanks
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Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Sat May 28, 2011 4:24 pm

Those are pre-made OMODs. Same thing you do manually, only done in advance for you.

There are also OMOD ready archives, which contain pre-written scripts. These are very easy to convert to omods.

Operation Optimization doesn't have an ESP, so you are fine there.

edit: Not entirely sure what you mean by "manually install"? Creating an omod is fairly simple and just a matter of getting the structure right. After that, OBMM will allow you to install or uninstall as you want.

You'll probably find very few pre-made OMODs, and far more "Omod ready" archives, so you'll have to spend a little time learning to build the omods in order to use them.
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Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat May 28, 2011 7:49 am

I'm not sure what "correct format" is, or how to make the files so. Doing some reading now...if you know a help-site or tutorial that'd be great.
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Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sat May 28, 2011 3:46 pm

Not sure of one off-hand, but the basics is this: Your omod structure (for a simple omod) should mirror the structure of the DATA folder in your Oblivion folder.

That is the root of the omod should contain any ESPs, ESMs and BSA files. Then there should be folders for Meshes, Textures, Sounds, Menus and whatever else you need.

Install a few pre-made omods first, then look at the structure of your DATA folder, and that will give you a good idea of how the omods should be structured.
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Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Sat May 28, 2011 6:32 pm

http://sites.google.com/site/oblivionpoinfo/intro <-- learn about mod packaging
http://sites.google.com/site/oblivionpoinfo/downloadmods <-- learn about mod download types
http://sites.google.com/site/oblivionpoinfo/installmods <-- learn about repackaging
http://sites.google.com/site/oblivionpoinfo/installmods/obmm-installation <-- learn about creating an OMOD
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le GraiN
 
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Joined: Thu Mar 22, 2007 6:48 pm


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