Oblivion Mod

Redbull{wings}

Active Member
I got this mod for Oblivion to make things a little more interesting yet after a few hours of dungeon exploring I still have not seen a single new monster or piece of equipment, are they just that rare? Everything installed right and it's checked in data files am I missing something?
 
i never could get mods working on oblivion :(
but then when i did it they never showed up in the menu option at the start
cant remember what it's called now
 
I don't use Francescos (mainly because I can't play Oblivion anymore...) but from my understanding you need to have the creatures and items addon part to really see any difference in those kinds of things. Its the file thats around ~300MB.
 
I don't use Francescos (mainly because I can't play Oblivion anymore...) but from my understanding you need to have the creatures and items addon part to really see any difference in those kinds of things. Its the file thats around ~300MB.

I do, I'll try the mod manager and see what it does
 
During the installation there are several optional options, did you check the one allowing for more frequent new creature spawns?

http://francesco823.tripod.com/

At the bottom of this guide is a in game command to alter many aspects of the mod. The new items/creatures are on a 1 to 5 ratio, or something like that. The in-game fran menu allows you to alter that for items, magical and non-magical. You can't with the creatures, the only thing you can do is check that option i mentioned above.

Great mod, by the way, I love it! :D

EDIT: and yeah, OBMM is essential if you want to apply many mods to the game. It's also got a built in conflict detector, very useful.
 
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What's the difference between the OBMM and using the Data File selection thing in Oblivion? Also, I DL'ed OBMM and when I select the clean up Data file, like delete the mod files, it doesn't do anything? I want to start fresh..
 
if you want to have new equipment with francescos you need to download the monsters and items ad on its around 350mb i think
 
I did check the most frequent appearance option and am using the OBMM and I do have the addon installed. But now I cant check it because all the grass textures are purple. I know this probably means there is a missing texture file which is very possible since I used the replacement ones but how do I fix it?
 
Did you use OBMM to install the replacement textures? If you did, turn it off, and check if the grass is still purple, if isn't delete the .esp from the manager. Solved. The only reason I suggest this way is because I had a purple grass problem at one point too, but it wasn't mod problems/conflicts, I had the wrong region patch installed. I had to reinstall, and re-patch with the correct patch to fix things. However if you didn't use the mod manager to install the replacement textures, it will be difficult to replace the textures without a reinstall. They were overwritten when you added the folder the data directory, you can't get them back.. (btw this wasn't the frans optional items and creatures pack you're talking about right? That doesn't change grass at all, so low-poly grass, shorter grass, or one of those?)

It's a swanky business, but it's worth some of the downtime. I have more than 3 dozen really great mods installed, and it really changes the oblivion experience.
 
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yeah it was part of the make it pretty mod not Frans

Could you give me a guide on how to install the mods the right way using OBMM? I just uninstalled and am going to start fresh so that I know there aren't any other interferences
 
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Brief OMOD Creation Guide

Creating your own omods with Oblivion Mod Manager may seem intimidating at first, but it's really very simple after the first few times. In short, the process is:

(1) Download the mod to a temporary location and unpack it.
(2) Launch OBMM.
(3) Click Create.
(4) Select the directory where you've unpacked the mod (you can click the Data Files radio button to make sure the files got added).
(5) Type a name for the omod.
(6) Click Create omod. Go get a cup of coffee while the 7-zip compression chugs away.

That's it!

Once you've created the omod, simply select it and click the Activate button. If you later need to remove the textures, then you can simply select the omod and click Deactivate.

Oh yeah, don't forget to run Utilities->ArchiveInvalidation to update your BSA edits after installing/removing the textures.

Got this guide from the great devnull site, an oblivion mod guide.

http://devnull.devakm.googlepages.com/home

Edit: i think you can safely ignore the archive invalidation thing, all I've read about it says it's no longer needed for some reason. I've ignored it, no disaster yet.
 
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It can get alittle complicated in parts. Some very large mods will alter many different aspects of oblivion, and smaller mods may only impact one of two things. If these objects, textures, entities, etc collide there will be a conflict. Though it's not as bad as it sounds, a load order is needed in this situation. say you have frans and a smaller mod that conflicts with frans. You want the smaller mods effect over the effect frans utilizes for that object, texture, whatever. you put the esp/esm that you want underneath that load order and it will safely over right the the sole file it conflicts with.

It can get complicated when two large mods are incompatible, i had this problem with TNR and fran. TNR changes every single resident of Cyrodiil, to a hand crafted version, it makes for a handsomer (in most cases, the khajiit look more like housecats, and they're butt ugly XD) and more believable world, in my opinion at least, the mod team spent thousands of hours doing this, counts for alot. back on subject, it is incompatible with frans, OOO, MMM, and several other big mods. I had to use a program called wyre bash to merge TNR on top of francesco's, using a bashed patch. It's not hard, they give instructions, but yeah, it can get complicated. A way around most big conflicts like this is to simply get one mod for a certain thing, like I said I have over 3 dozen and only a couple conflicts, most easily solved by using the load order to get the effect i desire.
 
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