Launch OBMM and activate the desired mods - they should automatically appear at the right side of the screen if all the relevant files are placed inside the 'mods' folder.Īfter the mod has been succesfully activated, you can close OBMM and simply launch oblivion through Steam.Īlso, you can download the QTP mods through the nexus mod manager without any trouble - if ultimately using OBMM proves to be unsuccesful. The entire obmm folder (which contains several files as well as 5 additiona folders named backup/corrupt/mods etc.) has to be placed in your oblivion folder (the one containing -among other things- oblivion.exe)įor the mods that you wish to activate through OBMM - make sure that the omod (Oblivion Mod) file or ESP files are placed in the 'mods' folder of OBMM (not entirely sure about esp, as i don't have any mods activated through obmm that use that file format - maybe someone else can verify) As long as you have obmm.exe in the same folder as oblivion.exe, and assuming that the mods you have downloaded are activated in obmm and have all files downloaded and placed correctly in the first place, there is no reason for errors to pop up (unless said mod is conflicting with other mods and/or is erroneous itself). The real problem with mod-managers and Oblivion is that a lot of older Oblivion mods predate them, and are not set up with proper file paths, and there's nothing that can really be done about that besides reorganizing and repacking the mod. OBMM explicitely states that there is no need to use the 'launch oblivion' button. I still use the (Community) Nexus Mod manager, and it works fine for every Nexus game I play.
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