[RELZ] Supreme Magicka V0.89

Post » Fri May 27, 2011 6:32 am

Hi, I jsut thought I would stop by and give my sincere thanks to you. I have been away from Oblivion and SM was one of the first mods I downloaded upon my return. I like what you did with Telekinesis, how you can harm people by hitting them with stuff. I was just wondering, I am not sure if you can harm people by throwing them against walls, but I think it has no effect. If I'm right, is there a reason? Otherwise, I experience no problems or anything. Just a wonderful magic gameplay. Thanks a lot
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le GraiN
 
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Post » Fri May 27, 2011 7:04 am

Hello,

Not sure if it will help, but I got the OBSE log of that console error I mentioned before... it happens when Im around Anvil?s wilderness and some creatures appears.. the music changes and I get that console output. Follows OBSE?s log:

EDIT: The issue is easily reproductible around Barastas. It seems to happen when I approach an aggressive NPC or Creature, even before combat music kicks in

OBSE: initialize (version = 18.3 010201A0)oblivion root = C:\Arquivos de programas\Bethesda Softworks\Oblivion\plugin directory = C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dllplugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctlychecking plugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dllplugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctlychecking plugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00000003) loaded correctlychecking plugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin C:\Arquivos de programas\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatchedDoLoadGameHook: C:\Documents and Settings\Koki\Meus documentos\My Games\Oblivion\Saves\Streamsave_8.essloading from C:\Documents and Settings\Koki\Meus documentos\My Games\Oblivion\Saves\Streamsave_8.obseLoading stringsLoading array variablesError in script 9800ac85Too few operands for operator &&	File: SupremeMagicka.esp Offset: 0x00000384 Command: <unknown> (0x0100)Error in script 9800ac85An expression failed to evaluate to a valid result	File: SupremeMagicka.esp Offset: 0x00000388 Command: <unknown> (0x0A16)


EDIT2: The message seems to change a bit each time it happens.

(...)Loading stringsLoading array variablesError in script 9806b6e9Too few operands for operator :=	File: SupremeMagicka.esp Offset: 0x00000466 Command: <unknown> (0x0900)Error in script 9806b6e9An expression failed to evaluate to a valid result	File: SupremeMagicka.esp Offset: 0x0000046A Command: <unknown> (0x0049)

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Rebekah Rebekah Nicole
 
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Post » Fri May 27, 2011 3:14 am

Hi,

I'm trying to use Supreme Magicka with LAME, Race Balancing Project and Integration: The Stranded Light. I've used BOSS to order things for me, then used the BOSS masterlist.txt file to figure out how to shuffle SM with LAME and RBP. Problem is that now every time I try to load a savegame with SM installed, it crashes about a quarter of the way through the loadup. Any suggestions?

I'm using latest beta of OBSE, plus pluggy with a few plugins.

Active Mod Files:00  Oblivion.esmB8  bgBalancingEVCore.esp  [Version 10.5EV-D]B9  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]BA  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]BB  bgMagicEVPaperChase.esp  [Version 1.68EV]BC  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]BD  SupremeMagicka.esp  [Version 0.89]BE  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]BF  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEVStartspells.esp  [Version 1.68EV]C0  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]**  bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]C1  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]C2  bgIntegrationEV.esp  [Version 0.51]

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James Baldwin
 
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Post » Fri May 27, 2011 4:45 am

Well it was a long road getting most of my magic skills to 100, but I did it.

I gotta say the spells Blink, Extrication, Swap were ingenious ideas. I blink all over the place and is a huge time saver, and Extrication is a spell I've long wanted to create myself(but I was gonna call it "Escape"). In addition to the more interesting and realistic spells, Supreme Magicka really does give the justice mages in oblivion deserve.
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lisa nuttall
 
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Post » Fri May 27, 2011 7:35 am

I've been using SM for a long time now, and first let me say how much I love it.

I do have one question, though.

What are the differences in using this:
Set QuestSpellLevelling to 1	;Setting to 1 makes the quest award spells finger of the mountain and wizards fury				;improve in strength as your skill and level improves. Setting to 0 will turn off				;and give you back the original spell you first received.

And having Quest Award Leveller level the skills up?
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Lily
 
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Post » Fri May 27, 2011 10:33 am

I've been using SM for a long time now, and first let me say how much I love it.

I do have one question, though.

What are the differences in using this:
Set QuestSpellLevelling to 1;Setting to 1 makes the quest award spells finger of the mountain and wizards fury		;improve in strength as your skill and level improves. Setting to 0 will turn off		;and give you back the original spell you first received.

And having Quest Award Leveller level the skills up?
Normally, you'll be stuck with the version of whatever level you had when you got the spell, with Quest Award Leveller you will get the more powerful versions as your level increases. Ensuring you always have the correct version of the spell.

Supreme Magicka's QuestSpellLevelling works a little differently. Instead of using your level and a couple of static versions, it has its own version of the spell and increasing the magnitude/area/duration (aka, overall power) by script depending on your Destruction Skill (and maybe also your level, not sure).

-kyoma
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Bedford White
 
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Post » Fri May 27, 2011 8:26 am

Normally, you'll be stuck with the version of whatever level you had when you got the spell, with Quest Award Leveller you will get the more powerful versions as your level increases. Ensuring you always have the correct version of the spell.

Supreme Magicka's QuestSpellLevelling works a little differently. Instead of using your level and a couple of static versions, it has its own version of the spell and increasing the magnitude/area/duration (aka, overall power) by script depending on your Destruction Skill (and maybe also your level, not sure).

-kyoma

Thanks. :D I guess I'll use SM's.
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James Rhead
 
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Post » Fri May 27, 2011 9:27 am

When does the script trigger to give me a better version of the spells? My Finger of the Mountain is up to date, and I've watched it increase in power as I level, but my Wizard's Fury spell is seriously gimped in comparison. It's the default version for a level 10-14 character, and my Destruction is 81.
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Alada Vaginah
 
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Post » Fri May 27, 2011 5:03 pm

I really love this mod, and I have a little suggestion. Since Detect Life no longer detects the undead, maybe a Detect Unlife spell could be added?
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LuCY sCoTT
 
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Post » Fri May 27, 2011 6:43 am

I really love this mod, and I have a little suggestion. Since Detect Life no longer detects the undead, maybe a Detect Unlife spell could be added?

Detect life can detect the undead if you're a vampire or if you set the "Set DetectLifeUndead" to 1 in the .ini.
Speaking of detect life, I was wondering how it would be possible to make a quest script operating in tandem with the main that would add more stuff to be flagged appropiately for the correspondent detect life shader to play on them. I recently tried to make such a script that would add the races from SI and bg's RBP, plus some NPCs like knights of order and creatures like Jyggalag, to play the orange detect life shader, since they are supposed to be daedra; plus the skinned hounds from SI to play the undead shader. However the script didn't work and I had to edit manually the main script to add them, something I'd rather avoid since it would become a broken script in future updates.
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Kitana Lucas
 
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Post » Fri May 27, 2011 4:36 am

I would make the Undead detection either brighter, or a different color than Blue. When viewing them thru Night-eye effect, it's nearly impossible to see them....
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josh evans
 
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Post » Fri May 27, 2011 3:26 pm

When does the script trigger to give me a better version of the spells? My Finger of the Mountain is up to date, and I've watched it increase in power as I level, but my Wizard's Fury spell is seriously gimped in comparison. It's the default version for a level 10-14 character, and my Destruction is 81.

Still looking for an answer to this. Is there any way to force SM to check and fix it?

EDIT: Don't mean to sound like a troll, but I'm getting somewhat frustrated. :P This is the first time I've really had to struggle to get anything in this mod to work. Everything else works beautifully.
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Judy Lynch
 
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Post » Fri May 27, 2011 6:19 am

Still looking for an answer to this. Is there any way to force SM to check and fix it?

EDIT: Don't mean to sound like a troll, but I'm getting somewhat frustrated. :P This is the first time I've really had to struggle to get anything in this mod to work. Everything else works beautifully.


Did you previously use the Quest award leveller. If that mod has already replaced your spell you possibly don't have the original wizards fury spell receiving the upgrades. In any case change in level and/or destruction skill should trigger an update to both the spells.

Test by putting both level and skill to 100. If after a while you dont have the best versions somethings not quite right.


@EPF/koki373737: Its noted. Something very weird is going on but it might be to do with the mod not yet being compiled with the latest beta of OBSE.

@OnmyojiOmn: Agreed improving AI reaction to conjuration summons based on intelligence would be nice.

@Anthrop: Bonuses for wearing no armor and weilding staffs. Yes something i will note.

@Mercer Maka: Hmmm. Unless its a supreme magicka bug thinking the spell is hostile. But i need to check up on when a spell is marked as hostile.
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James Rhead
 
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Post » Fri May 27, 2011 10:40 am

Well, I'll repost this question just in case you missed it (if you missed it on purpose due to it being silly, then sorry for spamming). :thumbsup:
Hi, I jsut thought I would stop by and give my sincere thanks to you. I have been away from Oblivion and SM was one of the first mods I downloaded upon my return. I like what you did with Telekinesis, how you can harm people by hitting them with stuff. I was just wondering, I am not sure if you can harm people by throwing them against walls, but I think it has no effect. If I'm right, is there a reason? Otherwise, I experience no problems or anything. Just a wonderful magic gameplay. Thanks a lot

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courtnay
 
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Post » Fri May 27, 2011 8:57 am

@Strategy Master

> Its noted. Something very weird is going on but it might be to do with the mod not yet being compiled with the latest beta of OBSE.

When I open the SupremeMagicka.esp with TESCS + OBSE (18b4) and edit/save the script "zzSMSpellControl" it throws an error.

The "end" was before the comment lines, I moved the "end" to the end and the script could be saved.

						;if magickamod <= GetGameSetting fMagicSpellLevelApprenticeMin						;	set mastery to 0						;elseif magickamod <= GetGameSetting fMagicSpellLevelJourneymanMin						;	set mastery to 1						;elseif magickamod <= GetGameSetting fMagicSpellLevelExpertMin						;	set mastery to 2						;elseif magickamod <= GetGameSetting fMagicSpellLevelMasterMin						;	set mastery to 3						;else						;	set mastery to 4						;endifend


I don't now if this is important or usefull.
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Eibe Novy
 
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Post » Fri May 27, 2011 4:58 pm

Well, I'll repost this question just in case you missed it (if you missed it on purpose due to it being silly, then sorry for spamming). :thumbsup:


It would be difficult to detect collision with walls because at that point the physics engine is controlling the bodies when telekinsis is applied and distances of npcs from things are not accurate whilst havok stuff going on. So this one probrably not going to happen.


@Strategy Master

> Its noted. Something very weird is going on but it might be to do with the mod not yet being compiled with the latest beta of OBSE.

When I open the SupremeMagicka.esp with TESCS + OBSE (18b4) and edit/save the script "zzSMSpellControl" it throws an error.

The "end" was before the comment lines, I moved the "end" to the end and the script could be saved.

						;if magickamod <= GetGameSetting fMagicSpellLevelApprenticeMin						;	set mastery to 0						;elseif magickamod <= GetGameSetting fMagicSpellLevelJourneymanMin						;	set mastery to 1						;elseif magickamod <= GetGameSetting fMagicSpellLevelExpertMin						;	set mastery to 2						;elseif magickamod <= GetGameSetting fMagicSpellLevelMasterMin						;	set mastery to 3						;else						;	set mastery to 4						;endifend


I don't now if this is important or usefull.


I havn't been following the development of OBSE 18 beta ( in fact not much oblivion for a while) so sounds like things have indeed changed.
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Auguste Bartholdi
 
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Post » Fri May 27, 2011 5:03 am


I did not previously use the QAL, though I did find the problem. I don't know if this is a mod conflict or a bug, but after removing the level 10-14 version, I added the highest-level version, and now it's updating correctly.

Oh, and your script to level the spells changes "Wizard's Fury" to "Wizards Fury" (no apostrophe). Minor problem, but worth mentioning. :)
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Mr.Broom30
 
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Post » Fri May 27, 2011 12:30 pm

It would be difficult to detect collision with walls because at that point the physics engine is controlling the bodies when telekinsis is applied and distances of npcs from things are not accurate whilst havok stuff going on. So this one probrably not going to happen.


What a shame. But thanks for the reply.
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Sarah Unwin
 
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Post » Fri May 27, 2011 1:39 pm

I'm having a problem with the elemental shields. Essentially any item enchanted with an elemental shield has the shield value subtracted from my total shield value. Maybe this is the way it's supposed to work, but if it is, consider this a feature-request to have that configurable in the .ini. Otherwise, any thoughts on what's wrong?
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Laura Richards
 
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Post » Fri May 27, 2011 4:38 pm

I'm having a problem with the elemental shields. Essentially any item enchanted with an elemental shield has the shield value subtracted from my total shield value. Maybe this is the way it's supposed to work, but if it is, consider this a feature-request to have that configurable in the .ini. Otherwise, any thoughts on what's wrong?


It IS toggled in the INI.Back in the last thread, I asked about this myself.
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Margarita Diaz
 
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Post » Fri May 27, 2011 5:56 pm

It IS toggled in the INI.Back in the last thread, I asked about this myself.

Thanks everyone!

I had an incorrect setting in the Supreme Magicka ini file, and that was what caused the problem. AND the fact that I had forgotten that SM even did that....

Any chance you could point me to the setting? I've just looked through the .ini again, and I can't spot it...
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Lillian Cawfield
 
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Post » Fri May 27, 2011 10:40 am

Any chance you could point me to the setting? I've just looked through the .ini again, and I can't spot it...
Look for this line
Set SMElementalShieldFactor to 5

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Invasion's
 
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Post » Fri May 27, 2011 7:15 pm

Whenever I try to load Supreme Magicka after LAME my summoned dremoras just fall on the ground. Also when I run into Flame atronochs they are fine but whenever someone tries to conjure one they just fall on the ground blinking. I have tried everything I can think of .
-disabling multi summons in the SM .ini
- using the LAME conjuration plugin loaded after SM
- Taking SM_mmm and/or SM_ooo out of the lineup and bash patch
I miss the leveled and enchanted bound items from SM, also I need to use the SM .ini to raise the cost of sopells because I have over 1000 magick and spells cost less than 50 to cast ussually. I have talked with corepc on the mmm forums about this because it only seams to affect mmm monsters . I am at my wits end, do I just have to accept that the wonderful customization from SM is lost to me?
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Antony Holdsworth
 
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Post » Fri May 27, 2011 8:43 am

I get this warning message when i press the add archive button for the zip. It says this folder contains esp files in sub directories. It is possible that this mod has been packed in a non standard way, or that it contains multiple versions.
You may have to attach a script to this omod to tell obmm what to do with any optional esps.
If you do not know how to script, copy the mod to a new folder and set it up as you'd like, and then use 'Add folder'
Do you wish to continue? and a yes or no option
Can anyone help me with this? Am i supposed to just click yes?
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Tanika O'Connell
 
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Post » Fri May 27, 2011 8:01 am

Haider- Yes , just press yes and then OBMM will recognize the OMOD installer script and ask you what .esp's (options) tou would like. If you find for any reason that the .esp for a specific option (ex- SM_MMM.esp) is not included in your load list you can always copy .esp files into your oblivion/data folder and activate like normal. Although the OMOD script works fine. The same thing you are describing happened to me and it worked fine after I said yes.
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Juliet
 
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