The esp list:
The left hand panel contains a list of all active esps. They are listed in oblivion load order, with the top mod in the list loading first and the bottom last. When mods conflict, the mod which loads last gets the final say. (i.e. mods towards to bottom of the list will override mods above them.)
The checkbox next to the mod indicates if the mod is currently active.
Clicking on the name of an esp and either drag/dropping it into a new position or using the move up/down button allows you to modify the load order. You can also click on the mod you want to move, hold alt and use the arrow keys to modify load order.
Right clicking on the name of a mod brings up a menu which allows you to modify load order, activate/deactivate all esps or to delete the file.
The 3 buttons underneath the list allow you to edit the load order or to sort the esp list in a new order. Sorting the mods by a criteria other than load order wont change the order in which they are loaded.
The omod list:
The right hand panel lists the currently available omod files.
The coloured square next to each mod indicates its status. Blue mods are currently active, green are inactive with no conflicts, orange are inactive with minor conflicts, red are inactive with major conflicts and black are inactive but activating them will overwrite an esp belonging to another mod. Holding the mouse pointer over an omod will display a tooltip containing some info about the file as well as the mod description. If you want certain mods to stand out, you can assign them to a group and then set a different font for that group.
Right clicking on an omod brings up a list of options.
Extracts the contents of the omod to a temp directory, opens up the omod creator and performs an add folder operation on that temp directory. Note that the existing omod will not necesserally be deleted; it will only be overwritten if you give the newly created omod a name identical to the old one.
Gives detailed information about the mod file.
View readme or view script
These allow you to view and edit the readme and script of the mod. If the mod does not contain a readme or a script, you will be given the option to create one.
Opens up the omod website in your default internet browser.
Opens up your default email client with the authors email address as the target and the omod's filename as the subject.
View data conflicts
Displays a list of all data files which will get overwritten if you activate the omod.
Lets you assign an omod into any number of groups.
This activates the omod but does not extract any files from it, and neither will any attached script be run. Instead obmm will scan your data folder for any files with names matching those contained within the omod, and those files will be marked as owned by this omod. The only exception is esp files which are already owned by another omod; these will be ignored, even if their name matches one contained within the new omod.
Runs the script attached to the omod but doesn't actually install anything. This is the same as the simulate button in the script editor.
Nothing to do with jedi - this will forcably disable the mod, ignoring any conflicts, dependencies, undeletable files etc. Basically, it will switch the mod from active to inactive first, and then worry about the mess later. Using this is not recommended unless you encounter an obmm bug that prevents you from deactivating an omod normally, as it's possibly that using this can leave obmm in a state which prevents it from starting up.
Permanently deletes the file.
Deletes any files any files which conflict with the mod, and should be used after creating an omod from files which exist in the data files folder.
Convert to archive
Converts the omod to a zip or 7z archive, optionally including an omod conversion data folder.
Extract to folder
Extracts the contents of the omod to a directory, optionally creating an omod conversion data folder
Export omod conversion data
Creates an omod conversion data folder, but doesn't unpack the omod
Will hide the omod from the omod list and prevent obmm from keeping track of its conflicts. omods which you are not intending to use in the near future can be hidden to speed up obmm.
omods can be activated/deactivated by either double clicking on them or clicking once on them and using the activate button below.
The list box to the lower right allow you to sort the omods by name, author or conflict level. The one directly above it allows you to filter your mods by a group, so that only omods belonging to the group you select are displayed. You can also choose to display only omods which have not been assigned into a group.
To the right of the mod list is a picture box. This can contain a screenshot of the currently selected mod. To view the image fullscreen, click on it. To close it again, click on the image a second time.
Activates or deactivates the currently selected mod. You can also activate/deactivate mods by double clicking.
If a mod has data file conflicts, you will be asked what you want to do with conflicting files. If you select the option to not show any warnings, all conflicting files will be overwritten.
Clicking this button brings up a blank omod creation form.
Clicking this unpacks an omod and takes you to the omod creation form, with the fields already filled in with the details of the mod you are editing. (Note that this will create a new mod with an incremented version number; it wont delete the old file.)
Clicking this button opens up a file dialog which you can use to import additional omods.
This is provided as a convenience for starting up oblivion. (or obse instad if you have it installed.) You can override the program executed by this button by entering something into the command line box on the settings page. Remember that this is a convenience only, and you are not required to launch oblivion via obmm for it to work.
Opens this help file
Opens up a small form with the current obmm version number and a link to my website.
Opens up the options menu.
Opens up a drop down menu from where you can open up one of a number of additional utilities
Opens up the old Conflict report generator
New conflict detector
Opens up the new conflict detector.
Opens up the Save manager
Opens up the BSA browser
Opens up obmm's BSA creator
Using obmm's BSA patcher in combination with another tool/utility/patch that effects BSAs, it is possible to corrupt your BSA archives in a way which permenently prevents oblivion from reading them, resulting in purple textures and missing meshes. If this happens to you, simply run this utility over the effected BSA, and it will repair any errors it finds.
Opens up the archive invalidation menu
Data file browser
Opens up the data file browser
Hidden omod switcher
Once you've hidden a pile of omods, you obviously need some way to bring them back. Use this utility to modify which omods are hidden and which are visable on the main page. Any highlighted omods are hidden.
Opens a drop down menu from which you can perform actions which effect all omods.
This activates all omods which are currently displayed in the omod list. This means you can activate single groups of omods by filtering the list, and then clicking this. If you batch activate omods in this way, you will not be warned about conflicts, and data files may be overwritten without warning.
Deactivates all omods currently displayed in the list. They are forcably disabled, so dependencies and other errors will not be taken into account. You can deactivate single groups of omods by appling a filter before clicking this.
Deactivate and clean all:
This has the same effect as forcably deactivating every omod in turn and then cleaning every omod in turn.
This cleans all omods which are currently displayed in the omod list.
Tidy data files:
This cleans any empty directories out from your data folder. Since obmm removes empty directories automatically, this should not be needed.
When you overwrite an omod, obmm keeps a backup of the old version. It also keeps backups of files which it was unable to load correctly. Use this option to delete these backups.
After deactivating omods, conflicts are not always updated correctly. Click this button to rescan for conflicts.
Hide inactive filtered
Hides all omods which are currently displayed in your omod list, but only if they are not active.
Acquisition activate filtered
Performs an aquisition activate operation on all currently displayed inactive omods, unless no data files are found which match those contained within the omod. In this case the omod is left inactive.
Opens a drop down menu from where you can import or export information from obmm
Dumps a list of all your omod and some details about them to a tab delimited text file. This file can be imported into a spreadsheet application. (Note that some versions of microsoft excel will bugger up the omod creation date column.)
Export active omod list:
Exports a list of all your active omods. Note that activation order or any choices made during scripts are not exported.
Export load order:
Exports you esp load order
Export omod group info
Exports you list of groups, any fonts assigned to the groups and a list of which omods are in which groups.
Import active omod list:
Deactivates all omods, and then activates the list of omods included in an exported omod list
Import load order:
Reorders your plugins to match the order in an exported load order list
Import omod group info
Lets you import a set of groups and the fonts assigned to each one, and apply those groups to their original omods. Note that any existing groups will be wiped.