Difference between revisions of "How to create an OMOD"
Revision as of 09:23, 4 January 2011
This tutorial will show you how to take your mod and package it into OMOD format. Other tutorials will cover topics outside the scope of this basic template for creating OMODs.
My assumptions about your scenario (adjust as necessary):
- You have mod files in the Oblivion data folder that you want turned into an OMOD.
- You have the latest version of Oblivion Mod Manager (OBMM) installed.
- You have Microsoft .NET Framework 2.0 installed (a requirement of OBMM).
- You installed Oblivion to C:\Program Files\Bethesda Softworks\Oblivion\
- You installed OBMM to C:\Program Files\Bethesda Softworks\Oblivion\obmm\
- The Data folder will refer to C:\Program Files\Bethesda Softworks\Oblivion\Data\
- The OMOD folder will refer to C:\Program Files\Bethesda Softworks\Oblivion\obmm\mods\
- Your mod is called MyMod
Create an OMOD
- Create a project folder under the OMOD folder that matches the name of your mod. Example:
C:\Program Files\Bethesda Softworks\Oblivion\obmm\mods\MyMod\
- Move your mod files from the Data folder to your project folder. Example: The project folder should contain files similar to this in structure:
- MyMod\MyMod Readme.txt
- NOTE: Try to keep your mod name the same as your .esp name. Make sure the readme filename is the same as the .esp name but with the word Readme at the end such as the sample above. Do not put versions as part of the .esp name unless you intend to "break" prior savegames when using the new version.
- Copy any screenshots you have of the mod in action to the OMOD folder. The reason I suggest placing it here is that OBMM remembers the last place you added a screenshot and allows for faster OMOD building when you don't have to "browse" folders looking for the file.
- Make sure the readme contains the following type of information:
- Start OBMM
- Click Create
- Click Add Folder
- Find and select your project folder and click OK
- If you have a .esp file, right-click on it and select Import mod details. Even if you don't have any details to import, it will at least copy the name of the .esp into the name field.
- If you had a Readme file, it automatically imported it into the Edit Readme button.
- Verify or type the correct mod name, version, author and email.
- The web site link is very useful if you place the link to the download location such as TESNexus.com. This will allow for quick checks for updates.
- Click the Edit Readme button and verify that the readme file is there and close the readme.
- Click the Edit Script button and add any installation code your mod requires. Check here for Templates and Examples.
- If your mod did require script for the install, be sure to check the Script History page to see if your code requires an OBMM version check at the beginning to ensure your script will work with the version of OBMM that is installing it.
- When finished with scripting, close the Script window.
- Click the Edit Description button. If you had a summary in the .esp file, the Import mod details would have populated this window with the same description. I like to ensure 4 things appear here:
- a) Mod Name
- b) Mod version
- c) brief description
- d) location of good (if applicable).
- Close the description window.
- If you have a screenshot, click the Add Screenshot button, browse to the screenshot file and select it. Moving the mouse button over the Add Screenshot button will now display a preview of the image.
- Ensure the following options are set:
- Check - Include version in the name
- 7-zip - data files compression
- High - data files compression level
- Very High - omod compression level
- Clicking on the Plugins and Data files will show the path to the .esp plugins (should be no directories) and data files such as Textures and Meshes.
- If you see any file similar to ArchiveInvalidation.txt, select it and remove it from the OMOD project.
- If the directory paths look correct, click the Create OMOD button.
- OMOD Creation Finished - Click OK
- Find MyMod in the list on the right-hand side of OBMM and it should have a green box next to it which means that it is not installed but ready to go. Double-click on MyMod to enable it.
- Once enabled successfully, the green box will turn blue signifying that it is installed. You can verify this by looking for the checked .esp on the left side of the OBMM screen (usually at the bottom of the list).
- Now click on the Utilities button and then Conflict Report. A settings window will appear, set the following options and click the "Run" button:
- Uncheck - Display very minor conflicts
- Uncheck - Display minor conflicts
- Check - Display major conflicts
- Check - Include unparented esps
- Uncheck - Ignore inactive unparented esps
- Check - Include omods
- Check - Ignore inactive omods
- Scroll to the bottom and look for your mod to have associated text saying No conflicts which is very good but if it shows very minor conflicts or minor conflicts, it probably isn't a problem. If you have major conflicts, you need to research the conflicting mods to see if there really is a conflict. See CMG1: Understanding Mod Conflict Reports for details.
- You can now find your shiny new omod in the OMOD folder called MyMod 1.0.omod
- Now you can clean up the converted files by deleting the project folder and screenshots in the OMOD folder.
- Now would be a good time to follow How to convert an OMOD to an OMOD-ready archive and tuck it away in your archive collection.
Bain (part of Wrye Bash) is an alternate mod installer that does not require the creation of OMODs, but instead works with regular zip, rar and 7z archives. For complex archives, Bain does have some special structure requirements (which are easily met). Simple archive structures (i.e most archives) will be recognized and used by Bain with no adjustments needed.
Note: It's also possible to create triple mod (Bain/Obmm/Manual) archives. See Bain for more info. You can also create the omod config data needed for the omod conversion data folder using just Bain.