Guide:Mod Organizer Oblivion: Difference between revisions

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===== Oblivion Stutter Remover =====
===== Oblivion Stutter Remover =====
===== One Tweak =====
===== One Tweak =====
===== TES4LODGen =====
This tool is a renamed variant of the xEdit program. (TES5Edit, TES4Edit, FO3Edit & FNVEdit)
Simply get the latest version of the executable, make a copy and name it 'TES4LODGen.exe' Add this as another tool into MO and in the 'Arguments' field add the following:
    -O:<path to LOD folder>
where <path to LOD folder> points to a location outside the MO directory and is not part of its {{Fc|white|VFS}}. e.g. '''C:\Games\Utils\DistantLOD'''
This step is necessary to avoid a potential memory leak caused by MO reading/writing files to the output folder in the {{Fc|white|VFS}}. Not taking this step results in the tool taking forever to work and/or eventually crashing in an 'out-of-memory' crash.
After the tool has finished simply make a mod from the 'Overwrite' folder or drag-drop the files to a previously made mod.

Revision as of 00:42, December 7, 2014

Overview[edit | edit source]

Oblivion, while using largely the same format of plugins that Skyrim does, still has a number of 'features' that make things work a bit differently. Therefore some things that "work out of the box" with Skyrim may need a bit of coaxing with Oblivion.

Recommendations[edit | edit source]

To avoid any potential issues with tools or mods that are run inside the MO VFS, it is recommended that you, where possible, install anything you can away from Windows controlled folders. ie Windows, Program Files & Program Files (x86). It is also a good idea to keep those folder names and paths to as short as possible to avoid Windows reaching the path limit when MO calls one tool to access a file or mod in another path. Lastly, as with MO and Skyrim, no 64bit programs should be used.

Extenders and DLL enhancements[edit | edit source]

OBSE and OBSE Plugins[edit | edit source]

Installing OBSE requires the manual installation of the actual obse_*.* files into the Oblivion folder to work. The Oblivion engine refuses to see these extensions if they are loaded into the MO VFS. The easiest way to install OBSE is to install the archive in MO as you would with any other mod and afterward, using explorer or any other file manager, MOVE these files to the real Oblivion folder.

  • obse_1_2_416.dll
  • obse_editor_1_2.dll
  • obse_loader.exe
  • obse_steam_loader.dll
4GB Patch[edit | edit source]
Construction Kit[edit | edit source]
Construction Kit Extender[edit | edit source]

This is tricky. Need a lot of fiddling to work it with any ENB that is installed and the batch file to start it is needed to be added to the executables. Also I think it may still be looking for an out-of-date obse_editor. I'll need to check more on this.

Oblivion Stutter Remover[edit | edit source]
One Tweak[edit | edit source]
TES4LODGen[edit | edit source]

This tool is a renamed variant of the xEdit program. (TES5Edit, TES4Edit, FO3Edit & FNVEdit) Simply get the latest version of the executable, make a copy and name it 'TES4LODGen.exe' Add this as another tool into MO and in the 'Arguments' field add the following:

   -O:<path to LOD folder>

where <path to LOD folder> points to a location outside the MO directory and is not part of its VFS. e.g. C:\Games\Utils\DistantLOD This step is necessary to avoid a potential memory leak caused by MO reading/writing files to the output folder in the VFS. Not taking this step results in the tool taking forever to work and/or eventually crashing in an 'out-of-memory' crash. After the tool has finished simply make a mod from the 'Overwrite' folder or drag-drop the files to a previously made mod.