I believe the omod is created correctly, when I go to install it I select the FCOM option and check optional plugins then click install and only the optional plugins appear.
I get no dialog, and no Mart's Monster Mod.esm or Mart's Monster Mod for FCOM.esp files.
I'm going to make my own omod without a script (I know what esp's I want) but I do like having scripted installs if possible so I hope you have a solution for me.
(I am using OBMM 1.1.5)
Thanks!
Update: I found the problem. In the script, the switch for the VersionList has the FCOM option as case 4 when it should be case 3. Remaking and testing now.
There's an option in 'Settings' that says 'allow additional script types'. I think that when you load the script there's an item in the tool bat that says "Script Type", change it to C#. I think I forgot that in the instructions.
May I know how do I have to use the script for version 3.2? I added it as the script when trying to create the omod from MMM beta 3.2, but none of the command lines work in it at all! I'm using obmm v1.1.5, but that script doesn't do anything at all. However scripts for versions 3.1 and 3.0 work well. Any help?
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I believe the omod is created correctly, when I go to install it I select the FCOM option and check optional plugins then click install and only the optional plugins appear.
I get no dialog, and no Mart's Monster Mod.esm or Mart's Monster Mod for FCOM.esp files.
I'm going to make my own omod without a script (I know what esp's I want) but I do like having scripted installs if possible so I hope you have a solution for me.
(I am using OBMM 1.1.5)
Thanks!
Update: I found the problem. In the script, the switch for the VersionList has the FCOM option as case 4 when it should be case 3. Remaking and testing now.
Seems to have fixed it.