Tell me how to activate the mods for "TES: Oblivion" using Oblivion Mod Manager ?.

Tell me how to activate the mods for "TES: Oblivion" using Oblivion Mod Manager ?.

  1. Like this:
    1) Downloaded the mod (OMOD version - version for the mod manager, the usual version may also be good, but I did according to the instructions).

    2) The mod manager started.

    3) In the right half of the open. window, click Load (to load the mod into the program).

    4) Activate (the mod should be on - next to it the square will become green and the mod will appear in the list on the left (the same list is in the Files menu in the Launcher).

    In addition, there is an instruction on the Internet.

  2. It's easier to download at once all the Skyrim with all the DLS rutors. org or new rutor
  3. Programs for working with mods: OBSE, OBMM, TES4Viewamp; Edit. Oblivion Mod Manager (OBMM) was created by Timeslip to connect Models Oblivion and has many built-in functions. In order to connect (or disable) the .odod file, you must click the Activate button located at the bottom of the right pane. When the .odod file is connected by pressing the Activate button, OBMM will copy the .esp file (if any / such are available) and all other working mod files to the Data folder, automatically set the recommended order of loading plug-ins and activate them. If you disable the .odod file by pressing the Activate OBMM button again, disables the .esp file (if any) and completely removes it and all other working mod files from the Data folder. Activation: After you have copied all the working mod files to the Data folder and activated the .esp file (if any), you must perform the Archive Invalidation procedure.
    To do this, click the Utilities button on the right side of the main OBMM window and select Archive Invalidation from the menu that appears. The Archive Invalidation window opens, which provides four options for performing the procedure: BSA invalidation, BSA alteration, Universal, and BSA redirection (selected by default). Choose BSA alteration. This will allow you to select file types for Archive Invalidation (File types to include) and other options (Other options). If you use OBMM for the first time and are not sure of your knowledge, do not change these options. It remains only to click on the Update now button, located in the lower right corner, to perform the disability procedure.
    OBMM creators advise to save the Oblivion - Textures Compressed.bsa and Oblivion Meshes.bsa files, which are located in the Data folder, just before the first Archive Invalidation (however, experience shows that OBMM rarely spoils them).
    If you are going to install official plugins or the add-on of the Shivering Islands after the Archive Invalidation procedure, before installing the latter, it is better to cancel the fixes of the BSA-archives of the game by clicking on the Remove BSA Edits button, and after fixing them, fix the date of the last modification of the BSA archives, by clicking on the Reset button BSA Timestamps. After that, you can re-run the Archive Invalidation procedure.
    If you installed the mod-replayer after the procedure of Archive Invalidation, then in order for the textures to be guaranteed correctly registered, it is better for you to first cancel the BSA-archives fixes with the Remove BSA Edits button, and then re-conduct the disability procedure.
    After removing or installing a new version of one of the mod-replayers, you must cancel the fixes to the BSA archives with the Remove BSA Edits button, and then re-run the disability procedure.
    OBMM provides the ability to automatically perform the procedure of Archive Invalidation every time you exit the program (checkbox Autoupdate on exit at the bottom of the Archive Invalidation window), but the author does not recommend using it.
  4. fuck you that manager, celebrate everything in the launcher. and fashion is all there equally put - rush to the date.

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