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OBME.dll


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Posted

Hey all I'm in the process of installing some mods. All of which are compatible according to mod descriptions, however I have noticed that a few of them have the same OBME.dll and OBME_cs.dll. I believe with the mods i mention these add spell icons. Anyway is there anyway to have these working without having to overwrite the first ones i installed.

 

Many thanks.

Posted

OBME.dll and OBME_cs.dll does nothing. It allows to add new spell icons in a mod esp ( the Construction set use the OBME_cs.dll )

In game the OBME.dll is used to add the new icons from the Mod esp.

You always install the latest OBME version

https://www.nexusmods.com/oblivion/mods/31981?tab=files

Date uploaded 17 Sep 2010 !  In all mods that are older and have a OBME.dll  you should delete the OBME.dll before you install. Or never let a new installled mod overwrite the newest OBME.dll .

 

You problem is that two (or more) mods change the same spells. And the last esp in your loadorder wins, that changes are used in game.

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solution 1 ( a lot of work)

You can load all your Mods with TES4Edit (start TES4Edit, click OK and all active Mods are loaded)

You open the spell tree in the Oblivion esm

Now you find the last mod in your load order that change the magic effects, there new icons are added.

Left side is the Oblivion.esm to the right the Mods, the mod most right is last in load order.

Now you drag-drop the icon-filename from the Mod you want to use into the last esp (the most right esp )  Also the Oblivion-magic-extender data and all other changes.

Now the magic effect in the last esp are the same as in the esp you like.

 

After you did that you open the spell tree and check if there are changes, are the magic effects of the spell changed or new icons added.

Again you drag-drop from the mod esp you want to use into the most right esp that use the same spell.

Until all spell in the last esp are the same as the spells in the esp you want to use.

If you only want the right icons  you change only "Oblivion magic extender" part . Maybe other Mods change spell costs or duration.

 

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Maybe easier

You load the esp you want to use in TES4Edit

Then you caopy all magic effects in a new esp ( copy as overwrie into... )    A window will open and you have to add a new esp name , e.g. my spell patch .

The same you do with all the spells.

 

The patch esp you put very low in your load order, after all other spells that change magic effect and spells.

 

! Now the spells from the mod esp you want to use are used in game ! But if other Mods had changed spell durations and costs they are overwritten by the new patch esp ! If you want the icons from one mod and  other changes (costs , duration, ... ) from another Mod you have to use solution 1 and copy what you want in the most right esp ( or a new patch esp that you load last in load order )

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Solution 3 (not recommended)

Load all mods with TES4Edit and open the  magic effect tree.

And in all Mods right of the mod esp you want to use you delete all changed magic effects

The same you do with the spells.

Now the mod esp you want to use is the last in load order that change the effects and spells.

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 DO NOT move the mod esp you like at the end of your load order! That solves your problem with the icons . . . but a wrong load order can crash your game or make it unstable.

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And then you have to check the textures folder. Some Mods change the vanilla spell icons. The same as other replacers a new installed Mod overwrites the old installed replacer.

Best you unpack the mod you want to use again in a folder and copy the folder textures/menus/ icons ( and if exist menus50/icons and menus80/icons ) in you game data folder.

 

With the new patch esp and all the icons you want to use  your game should now use what you wanted.

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