Mp4 said:
any chance of a step by step guide on modding the right way?
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for us noobs whom have no idea (me) i was guided not to mod it as it buggers up fps and other things, dunno about that now mind.
This explains it all pretty much:
WIKI
What I (eventually) did was install Oblivion Mod Manager along with a fresh install of Oblivion. I needed to download & install something called
.net framework 2 before it would work (OBMM will automatically direct you to this file if it thinks you need it).
The beauty of OBMM is that it will keep track of any mods that you install (whether these are the type you might install manually by copying & pasting into your \Bethesda Softworks\Oblivion\Data folder or the self-installing omod variety). The OBMM will enable you to activate/deactivate any mod you have installed and also change the order in which Oblivion will load these mods. This is very important for some particular mods -especially for those that compliment or clash with other mods. The readme .txt file included with each mod will usually tell you all you need to know regarding the recommended activation order, if any.
When you unzip the contents of a (non-omod) mod you will usually see one or more .esp files and maybe also some folders such as textures, meshes, etc. Carefully read the readme .txt file that is hopefully included with the mod, shut down OBMM and then copy & paste the contents of the mod zip file into your main \Bethesda Softworks\Oblivion\Data folder. You will usually be asked if you wish to overwrite some files when you do this. Just say yes.
Now when you run OBMM you should see the mod listed in the lefthand panel. Simply tick the box next to the mod name and hit the
Launch Oblivion button. If all goes well Oblivion will load along with your mod.
You can change the order in which these mods load using the
Move Up &
Move Down buttons. The 1st one to load should be
Oblivion.esm. This is the actual game content and any mods you use need to be activated after this or they will be overwritten by the original game data on that particular game launch.
The right hand panel in OBMM contains any omods that you may have installed. These are self-installing mods and all you do is double click on them to install them. A green icon next to the mod name means OBMM has recognised & loaded the omod ready for it to be used if desired. To activate them you click on them in this panel and then hit the
Activate button. A blue icon means it is activated and all is well. A red icon would indicate a problem ie a conflict for example.
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Now bearing in mind that I am still getting the hang of all this myself, this is how I install mods:
Anything that is a simple .esp file I just manually copy & paste into the \Bethesda Softworks\Oblivion\Data folder. This will show up in the left hand panel in OBMM.
Anything that involves textures/meshes etc such as landscape mods I try to download omod versions of so that they will show up in the right hand panel of OBMM. As Minstadave points out, "none of the texture mods do show up as mods as they simply replace the game textures" -this means that if you are not happy with one of these landscape mods it might not be easy to remove it unless you kept a backup of your /Data folder. This is why an omod version of a landscape mod is preferable -because an omod will always show up in OBMM.
I did try using the OBMM to create omods from non-omods but although they seemed to load & activate in the OBMM, they simply didn't work in-game.
Bear in mind that I'm very new to all this myself so if anyone can add anything to this mini-guide or correct any errors here then please do so.
Hope this helps.
ps. this is what my Oblivion Mod Manager currently looks like:
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