omod creation
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When an omod is generated, it will have the filename ' <Name> <MajorVersion>.<MinorVersion>.<BuildVersion>.omod '. You are free to change the filename once the file has been generated. If you don't want the version appended to the end of the name, uncheck the appropriate checkbox. If you miss out the build version or major version, they will not be displayed either in obmm or in the file name.

This is the name of the mod, and becomes a part of the file name. This field must not be left blank.

This is the mod version, and by default is also a part of the file name, although you can remove it if you like. It must be in a specific format; 'xx.xx.xx', where xx is any integer. If you enter something in an incorrect format, it will get reset to 1.0. You don't need the decimal places. (i.e. '1', '1.0' and '1.0.0' are all valid)

Enter the mod authors name here. This cannot be changed once the mod is generated. obmm will warn you if you attempt to create a mod with this field left blank.

If you enter an e-mail address here, mod users will be able to send you e-mail from within obmm. This field may be left blank.

If you enter a website here, mod users will be able to visit your website from within obmm. This field may be left blank.

data files compression type:
Select a type of compression to use for creating the omod. 7-zip creates smaller files, but is slower and requires more memory. This doesn't effect the compression of the readme, script or configuration data, which are always compressed with standard zip.

data files compression level:
Use this to set the compression level of the plugins and data files.

Warning: Using 7-zip and setting the compression level to very high requires a minimum of 1gb ram. Attempting to create an omod with these settings with only 512 mb of ram will cause an OutOfMemory exception.

omod compression level:
Use this to set the compression level of the readme, script and configuration data.

Edit readme:
Clicking this opens up the mod readme for editing. The readme can be in either plain text or RTF format. The text editor only contains basic formatting functions; if you want to use more advanced RTF features then create the readme elsewhere and either copy paste it into obmm, or save it and open it again with obmm. (See 'Text editor ')

Edit script:
Clicking this opens up the mod script for editing. (See 'Scripting')

Edit description:
Clicking this opens up the mod description for editing. This should be kept fairly short; if it is too long it will not be entirely visible on the main page.

Add files:
This opens up a file dialog where you can add extra files to the omod. You may add more than one file at a time. If you use this option to add files which already exist in your data files folder, the relative path will be set automatically. If you add files from outside of oblivions data files folder, you will have to enter the relative path by hand.

This doesn't sort the files into esps/data files, so make sure the correct radio box is checked before use.

Add folder:
This option recursively adds all files in a folder, automatically sorting them in the esp or data files list as appropriate. The relative path is set to the relative path from the selected folder to the file.

This option has two uses; firstly it lets you arrange the layout of a mod by hand, and then include the whole folder instead of going through each file one at a time. Secondly it lets you convert mods from other formats into omods. Extract the mod somewhere outside of the oblivion folder, point this at it and most of the omod will get set up automatically.

If the folder contains a file with a '.txt' extension and the word 'readme' in the filename, that file will become the new readme of the omod. (You will be warned if a readme already exists.) obmm also checks for an 'omod conversion data' folder, from which it attempts to extract information such as a script, screenshot, version etc. This allows you to round trip an omod to a zip and back without losing any information.

If obmm picks up any esps in subfolders, it will display a warning that the mod may be structured incorrectly. obmm will allow esms/esps to be packed into sub folders, but they will be invisible to most of its functions. They will not show up in the conflict detector, and will not be installed when the omod is activated. To make use of them, you must attach a script to the omod which uses 'CopyPlugin' to copy it out of the subfolder. 'InstallPlugin' and 'DontInstallPlugin' don't work on mods packed in subfolders.

Add archive:
This lets you convert a mod in .zip, .rar or .7z format directly into an omod without having to manually unpack it first. The absolute paths will be set to a temporary directory to where obmm has extracted the contents of the archive. The 'Add folder' notes also apply here.

obmm will try and detect the way the archive's been packed. If the archive contains a single folder and no file, obmm will assume that that folder instead of the archive root is the base directory. If the base directory contains a folder called 'Data', obmm will treat that as the base folder, but will still take any readme's or other files from the archive root. Any folder which contains folders such as 'meshes' or 'textures' is assumed to be the data folder. obmm can usually guess the layout of an archive, but it is not 100% accurate, so it is advisable to check that obmm has imported the relative paths of the files correctly.

The files list:
The files list shows the relative and absolute paths of all files in your mod. esp/esm files are kept separate from data files, and you can change which are currently being shown by using the radio buttons below this box. The relative path is the position relative to 'oblivion\data files' to which the file will be extracted when the mod is installed by the end user. The absolute path is the location of the file on your computer, from where it will be saved when you generate the omod.

You can edit the relative path to which the file will be installed here. You can also right click to bring up some extra options; 'remove' will remove the option from the list, and open will attempt to open the file in its default editor.

The 'validate' option checks for path validitity and duplicate entries. omods containing duplicate paths will not be activatable, so obmm will always run this option itself before creating the omod.

The final options on the conext menu are 'scan for data files' and 'view required data file'. Clicking these will scan the selected esp for any data files it requires, and either automatically add them to the data files list or display the list to you.

Move up/down:
The order in which esps appear in the file list is also the order in which they will loaded when installed, so you can use these buttons to change the mod load order. The load order specified here can be overridden by the mod script.

Add screenshot:
You are able to attach a single screenshot to an omod, which is displayed in the 120x90 preiview window on the data files selector when your mod is selected. You are not limited by size though, as the user can view the full image by clicking on it. The allowed formats are bmp, gif, jpg, exif, png or tiff. To see which screenshot you currently have attached, hover the mouse over the add screenshot button.

You can assign omods to groups during creation. Remeber that groups are specific to your copy of obmm, so if you share your omod these will be lost.

Generate omod:
Click this to begin generating the omod. If an error occurs, you will be informed and returned to the generate omod page. If it completes successfully, you will be returned to the main page. If you are using 7-zip compression, a progress bar will be displayed to show creation progress. The top bar displays the percentage of data which has so far been compressed, and the bottom bar displays the current compression ratio.