Don't use this. You will run into issues either immediately or soon. Instead use Mod Organizer 2. It's available from Nexus Mods as well. (I hope this doesn't count as advertising "competition", because this isn't my intention at all.)
Regardless, I respect the legacy this software represents.
Or, better yet.. use Wrye Bash, which was actually designed for Oblivion, and works fantastically well, without headaches. MO2 is fine for Skyrim and FO4, but Wrye Bash/Mash are superior for older Bethesda games.
I came here looking for information on this very subject. It's been years since I modded Oblivion and MO2 didn't open OMOD files back then so I had to do a workaround using this mod manager here then transfer the files into the right folders for MO2 to read them.
I am guessing MO2 still does NOT open OMOD files? If not, is there a way to convert an OMOD file into something MO2 will read?
Wrye Bash is a good alternative as well. I had issues running it on Linux, hence why I didn't mention it.
I never used *.omod packages for my modern installation. The mods that I needed were easily managed with MO2. Note, my installation set is rather small and vanilla flavoured.
i want to install Unnecessary Violence III and it says to install with OBMM (along with the author's recommendation of HUD Status Bars), though i only use Wrye for everything. So, do I not use it? Would it affect my Wrye build to use OBMM specifically for UVIIIs set up?
That mod is more or less in the format that wrye bash can read but you may need to modify a little to clean up files, such as moving description.txt to the docs folder and getting rid of the omod folder.
I did a fresh install of Oblivion GOTY disk version. (Haven't played OB in like 9 years.) All good. I try and install OBMM installer version. No matter where I place the installer (after unpacking it) and running installer 'as administrator' in my fresh install on the d:/ drive, I get message OBMM has to be in the Oblivion Install directory. This is the one with the main exe file. I complied. Won't install. Help please?
I had the same issue, I managed to get past it. Browse for the folder path and once you've selected it, before clicking next just erase the bit at the end of the folder path that says '\New Folder'. For some reason the installer seems to add that to the end of the path.
I have this every time I re-install my Steam copy of Oblivion with no problem. I have been using it since it was first released. It is installed on my G drive: Steam\steamapps\common\oblivion\obmm
It is HIGHLY unadvisable to install any game that you want to mod inside Program Files directory. Windows UAC may interfere with mod installation. Create Steam installation library outside it, on other partition (create one if you haven't already, will help with performance if you have operating system in separate partition than games anyway).
Is there a fix "CLR error: 80004005. The program will now terminate." OBMM is the Utility that is affected. Why can,t these OMODers just make mods for modern mod managers instead of this redundant antique?
you need to install Net Framework 2.0/3.0 stuff in the windows optional features on windows10/11 for windows 7 and older you have to install 3.5, net 4+ is too new.
for people that don't know you need to install Net Framework 2.0/3.0 in the windows optional features on windows10/11 or just run a Net Framework 3.5 installer and windows 10/11 should do it automatically. for windows 7 and older you have to install Net Framework 3.5, Net Framework 4.0+ is too new.
Failed to launch 'nxm://oblivion/mods/2097/files/34275?key=iYOZi7NzrhLE5NhMjzoa5g&expires=1707483218&user_id=201077192' because the scheme does not have a registered handler.
I'm new to modding can someone clear something up for me:
I can get some mods working such as Maskars overhaul and I know they are functioning as an omod as it's obvious in the game and OBMM shows me the blue box on the right side.
However some mods I've downloaded through Vortex don't need to be installed through OBMM (such as the unofficial patch) and appear on the left side of OBMM with a box that can be ticked, and I can tell are functioning without being created as an omod.
The one i'm having an issue with is the guild extension mods, I've downloaded them on Vortex, they appear in OBMM (left-side) and I can add them as an omod. However when I do that it's says it's overwriting the existing version. Does that mean that the guild mods which are on the left are already functioning and don't need to be created as omods?
If I have the mod installed in Vortex and I create an OMOD for it in OBMM, am I basically doing the same thing twice?
1330 comments
Regardless, I respect the legacy this software represents.
any mod made in this format is NOT user friendly at all
I am guessing MO2 still does NOT open OMOD files? If not, is there a way to convert an OMOD file into something MO2 will read?
I never used *.omod packages for my modern installation. The mods that I needed were easily managed with MO2. Note, my installation set is rather small and vanilla flavoured.
That mod is more or less in the format that wrye bash can read but you may need to modify a little to clean up files, such as moving description.txt to the docs folder and getting rid of the omod folder.
You're a life saver doode!
Thank you so much!
for windows 7 and older you have to install Net Framework 3.5, Net Framework 4.0+ is too new.
Failed to launch 'nxm://oblivion/mods/2097/files/34275?key=iYOZi7NzrhLE5NhMjzoa5g&expires=1707483218&user_id=201077192' because the scheme does not have a registered handler.
how do i download this files?
I can get some mods working such as Maskars overhaul and I know they are functioning as an omod as it's obvious in the game and OBMM shows me the blue box on the right side.
However some mods I've downloaded through Vortex don't need to be installed through OBMM (such as the unofficial patch) and appear on the left side of OBMM with a box that can be ticked, and I can tell are functioning without being created as an omod.
The one i'm having an issue with is the guild extension mods, I've downloaded them on Vortex, they appear in OBMM (left-side) and I can add them as an omod. However when I do that it's says it's overwriting the existing version. Does that mean that the guild mods which are on the left are already functioning and don't need to be created as omods?
If I have the mod installed in Vortex and I create an OMOD for it in OBMM, am I basically doing the same thing twice?
Thanks