This project is the continuation and overhaul of my previous
OMOD-Framework. Aside from the fact that I remove the
- from the name, this project will be more refined than the last one. I've implemented more features from the Oblivion Mod Manager and finally use continuous integration with Azure DevOps to build, test and release this project. This is not a MO2 plugin.
- Script Execution
.omod files are used exclusively by the Oblivion Mod Manager aka
OBMM. This was fine 11 years ago. Today the Oblivion modding community still stands strong and continues to mod their favorite game. There are sadly some huge and essential mods still in the OMOD format. Mod Organizer 2 has recently added more support for running Oblivion OBSE with MO2 and made me wanna mod Oblivion again, only to find out that you still need OBMM for some stuff.
The source code for the original OBMM, written in .NET 2 ... yes .NET 2, was made available in 2010 under the GPLv2 license.
This Framework uses a lot of the original algorithms for extraction, compression and of course all functions needed for script executing.
OMODFramework: NuGet, GitHub Packages, GitHub Release
OMODFramework.Scripting: NuGet, GitHub Release
Check the Wiki here on GitHub.
Copyright (C) 2019-2020 erri120 This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.