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.Ĥ) Make sure the readme contains the following type of information: esp name unless you intend to "break" prior savegames when using the new version.ģ) Copy any screenshots you have of the mod in action to the OMOD folder. esp name but with the word Readme at the end such as the sample above. ![]() Make sure the readme filename is the same as the. NOTE: Try to keep your mod name the same as your. MyMod\Textures\Armor\MyMod\MyMod_Helmet_n.dds MyMod\Textures\Armor\MyMod\MyMod_Helmet.dds MyMod\Meshes\Armor\MyMod\MyMod_Helmet_gnd.nif MyMod\Meshes\Armor\MyMod\MyMod_Helmet.nif Example: The project folder should contain files similar to this in structure: Example:Ĭ:\Program Files\Bethesda Softworks\Oblivion\obmm\mods\ MyMod\Ģ) Move your mod files from the Data folder to your project folder. The OMOD folder will refer to C:\Program Files\Bethesda Softworks\Oblivion\obmm\mods\ġ) Create a project folder under the OMOD folder that matches the name of your mod.The Data folder will refer to C:\Program Files\Bethesda Softworks\Oblivion\Data\.You installed OBMM to C:\Program Files\Bethesda Softworks\Oblivion\obmm\.You installed Oblivion to C:\Program Files\Bethesda Softworks\Oblivion\.NET Framework 2.0 installed (a requirement of OBMM). ![]()
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