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Does MO2 suppose Oblivion(Steam version)?


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If you do not have the OBSELoader in the games directory the option for the Script extender will not show up. If you have the GOG version of Oblivion then you need the OBSE GOG version. My MO2 did not show the Script extender option until I installed the GOG OBSE loader and restarted MO. MO has to see the loader and when it does, it will show in the executables and the script extender work around.

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ALL script extender mods for OBSE must be installed manually, outside of the MO/MO2 system, and then you use the Script extender option as your load mechanism to manage your game.

MO 1.3.11 does exactly the same thing so you will not gain any functionality from backdating to it.

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ALL script extender mods for OBSE must be installed manually, outside of the MO/MO2 system, and then you use the Script extender option as your load mechanism to manage your game.

MO 1.3.11 does exactly the same thing so you will not gain any functionality from backdating to it.

My MOv2.1.1(Oblivion) doesn't have Extension options.But fallout 4 ,NV has.

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Switching from MO 1.3.11 to MO 2.1.3 because of the Nexus login changes I find that the script extender workaround doesn't work for me with Oblivion. When trying to launch the game, the Oblivion.exe process is started and maxes out one CPU core, but it only uses a few MB RAM, which never increases and the game never actually starts. I noticed that MO 2 doesn't place the hook.dll in the obse/plugins folder, and it also doesn't exist in the MO 2 installation folder. Providing the hook.dll from the old MO doesn't change anything, though.

 

It's not a big deal since I'm not playing Oblivion at the moment and also using MO with Oblivion is a real pain for numerous reasons, so I think I will be using Wrye Bash or maybe Vortex the next time I want to mod a new game. My old installation still works with MO 1.3.11, the only problem is downloading and updating mods (again, not a big deal since I don't play it at the moment), but maybe I can somehow use MO2 for that and still run it through MO 1.3.11. Should be possible with symlinks and such.

 

Anyway, I just thought I'd point that out, even though MO is not the best choice for modding Oblivion to begin with, in my opinion and experience.

Edited by Pherim
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The MO2 devs may be able to look further into this at a later stage. There are reported hacks to get around this limitation but the underlying process seems to be different with regards Oblivion, obse and Steam compared to the other supported games.

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