For those of you who do not get the pop-up: Don't start up the game via Steam. Go into you Oblivion folder (Where Data and the Oblivion.exe is located) and double click 'obse_loader' It should now work
Ok so I went through a LOT of trouble to find out how to get OBSE to run using MO2. I found several pages that included fixes that worked for some, but in my case these fixes were missing key parts. So I'm assembling this information together here, so that maybe others will have less headache with it.
obse_1_2_416.dll (This is where all the OBSE code actually is)
obse_editor_1_2.dll (Used for the Oblivion Construction Set)
obse_loader.exe (This loader is no longer needed except for running the Construction Set with OBSE using the -editor parameter)
Data (This only contains an INI file for OBSE and could be installed as a MO2 mod)
Place obse_1_2_416.dll and Data in the Oblivion game folder, the one that contains Oblivion.exe.
If you wish to use the Construction Set with OBSE also copy obse_loader.exe and obse_editor_1_2.dll into the game folder, otherwise you may skip this step. The other files are not needed as they are either source files or are not required for running OBSE from MO2.
To run the game with OBSE, select Oblivion.exe to the left of the run button. You should NOT run OBSE obse_loader.exe to start the game.
All OBSE plugins installed in MO2 should now be seen by the game, and you no longer need to install them in the game folder like in MO1.
So in my situation I used these instructions exactly. All I did was copy over the obse_1_2_416.dll and I installed the .ini file from the Data folder as a mod. I don't use the Construction Set so I did not copy over the obse_loader.exe or obse_editor_1_2.dll files. I then installed OBSE Tester and ran Oblivion.exe through MO2. Of course I received a message that OBSE was not installed properly.
I finally figured out that my problem was that "Force Load Libraries" was unchecked under Oblivion.exe. So in MO2, click the Configure Executables button (green and blue gears icon) and click Oblivion.exe and check the Force Load Libraries box. Then click Configure Libraries and click Add Row. There will be two boxes, in the first you will need to select Oblivion.exe and in the second box you will select obse_1_2_416.dll. Make sure this row is checked before clicking OK. Apply changes and click OK.
After doing this, OBSE began to work for me through MO2 (run Oblivion.exe through MO2 and OBSE will load automatically, you can check again with OBSE Tester).
Thanks for the guide, and i would also like to emphasize to get OBSE from http://obse.silverlock.org/. Other guides, such as the one on OBSE's github page, recommend getting the most recent version from either there, or here on the Nexus (which is, as i am writing this, version 2.28).
This version doesn't seem to be working properly, and the most current stable version should be used if more experimental versions are not working as intended. For example, i replaced version 2.28 with v0021 and everything suddently worked like a charm.
EDIT: xOBSE versions do seem to work with MO2. Apparently, it requires VCRedist x84 (32-bit) to work. Get it here
I have installed OBSE as instructed on several sites and here... but each time I run the OBSE Tester it says I do not have it installed correctly. What else is there to do other than just copy the .dll's and Data folder over? Am I missing something?
Thanks for this, made checking if I had installed obse right in mo2 after following a guide and yep, got the notification of success shortly after. Cheers.
I don't know exactly what you mean... Isn't the OBSE tester supposed to be a esp file wich goes in the data file and is activated by click to work. I can't activate a rar file can I?
Very nice. Worked as advertised. But could use a revamp? After initial test, it doesn't display the checking window again. Disabling the plugin and at some later time re-enable it will restore it so the window is displayed *once* more. Disabling it will give a warning message about "missing plugin" when you load a save that had this plugin enabled. Since this mod may be used by newbies it could be more user-friendly in this regard?
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Running Oblivion OBSE with MO2
I am just pasting the instructions for v2.4.3 and later:
Download OBSE from the official website https://obse.silverlock.org/ , you will ONLY need these files:
So in my situation I used these instructions exactly. All I did was copy over the obse_1_2_416.dll and I installed the .ini file from the Data folder as a mod. I don't use the Construction Set so I did not copy over the obse_loader.exe or obse_editor_1_2.dll files. I then installed OBSE Tester and ran Oblivion.exe through MO2. Of course I received a message that OBSE was not installed properly.
I finally figured out that my problem was that "Force Load Libraries" was unchecked under Oblivion.exe. So in MO2, click the Configure Executables button (green and blue gears icon) and click Oblivion.exe and check the Force Load Libraries box. Then click Configure Libraries and click Add Row. There will be two boxes, in the first you will need to select Oblivion.exe and in the second box you will select obse_1_2_416.dll. Make sure this row is checked before clicking OK. Apply changes and click OK.
After doing this, OBSE began to work for me through MO2 (run Oblivion.exe through MO2 and OBSE will load automatically, you can check again with OBSE Tester).
Thanks for the guide, and i would also like to emphasize to get OBSE from http://obse.silverlock.org/. Other guides, such as the one on OBSE's github page, recommend getting the most recent version from either there, or here on the Nexus (which is, as i am writing this, version 2.28).
This version doesn't seem to be working properly, and the most current stable version should be used if more experimental versions are not working as intended. For example, i replaced version 2.28 with v0021 and everything suddently worked like a charm.
EDIT: xOBSE versions do seem to work with MO2. Apparently, it requires VCRedist x84 (32-bit) to work. Get it here
But could use a revamp? After initial test, it doesn't display the checking window again. Disabling the plugin and at some later time re-enable it will restore it so the window is displayed *once* more.
Disabling it will give a warning message about "missing plugin" when you load a save that had this plugin enabled. Since this mod may be used by newbies it could be more user-friendly in this regard?