Monday, June 28, 2010

A Departure, and OMOD Tutorial

I messed my game up somehow, I think. So I'm doing a total reinstall and making some changes:

Only install via OMOD, except for mods which are an .esp or .esm only. In other words, if the only thing they have is .esp or .esm, they are installed normally. If they need to add any textures or some such, they are installed via OMOD only. This is so if I uninstall I don't leave crap behind.

The thing about OMODs is some need scripts. Scripts are not particularly hard to write, especially if you have scripting/programming knowledge (which I do.) They may be slightly harder if you've never coded, but it shouldn't be too bad. Basically, scripts are needed if you have any choices to make on files to install. For instance, if you have two versions of an .esp (one for Shivering Isles, one for if SI isn't installed), you'd write a script to detect that (only 2 or 3 lines) and install the correct file. You can also ask the users questions, such as "File A is more resource intensive, but looks nicer. File B is reduced resources but looks worse. Which do you want?" Most mods that have really complex scripting (OOO, for instance) come in premade OMOD form.

However, most stuff I have that isn't in OMOD have no choices. I can just tell OBMM to make an OMOD out of it and be done with it. Alternatively, you can customize the archive to have the setup you want (take out the files you don't want) and OMOD it that way. But, the downside is it isn't easy to change configurations.

I think my problem was I left unneeded information behind in the textures directory when I uninstalled mods and that lead to causing problems with my game. Also, Kobu's Leveling system appeared to not be working correctly. I had plenty of Major skill ups (more than ten) and hadn't leveled. As a result of this, I'd never be able to survive using OOO (which gets rid of scaling that'd otherwise enable you to play the full game without ever leveling.)

It's easy to create an OMOD that doesn't need a script: Go into OBMM, look at the bottom of the screen on the right. See where it says Create? Click that. On the new screen that comes up, click "Add Archive", navigate to the mod you want to make into an OMOD. Select it. Press "Create OMOD" and wait. Activate it when the creation process is finished. Keep in mind, if it's something huge (Like Qarl's TP3) the creation process could take 15 or 20 minutes or more, depending on your system speed.

This is basically the same procedure used for creating the Better Cities OMOD. Also, if you created a script, just toss it in the archive and OBMM should know what to do.

I'm also trying out a few mods (Natural Environments, as opposed to Arthur's Version) as well as Oblivion XP (with Elys' Uncapper) since Kobu's didn't seem to do much. This pretty much necessitates me starting a new save. I only had 8 hours on my old save, so I'm not losing that much. If I had 100+ hours... yeah, I might be sorta pissed. One mod I will miss from Kobu's is the lighter backpack mod. I haven't seen much in the way of a replacement, and lighter backpack won't work without the main Kobu's level system mod. Kobu's also had a nice mod to skip the annoying tutorial at the start. I'm sure someone else must have done that as well, though I haven't looked for anything.

And that's it for this time!

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