QUOTE(Resonance50 @ Jun 9 2008, 05:31 PM)

Yer I have OBMM, it's great and user friendly. I was wondering about the 'Character Manager' actually, it sounds pretty good though, does it allow for having different .esp for different characters? The reason I ask is it would be useful to have Frans mod on one character but not another.
I still can't get the obse launcher to appear with the disc auto-run (when you put the disc in the machine that is). But I'm not going to get bogged down with this as obse launcher has greatly improved so much already.
The location of the save games is an specific line in the Oblivion.ini pointing to ...\save as default but will honor whatever fold is placed there. Oblivion Character Manager use this scanning that folder and creating so many others inside it as char names (note is the actual name of the char it checks, not the ESS name) and move all files pertaining to each char to the respective folder disregarding the ess name. once you make certain character active the program will make the correction in the save path in the Oblivion.ini so all saves will be placed in that folder, and loaded from there too. Note this have nothing to do with ESPs.
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I think another issue with creating a new oblivion.exe file would be that it would need to run on every machine, and (correct me if I'm wrong) isn't that effectively making a cracked version of oblivion that would allow unlicensed copies to run? Thus breaching copyright? Sorry this is a little off topic.
The real problem here is than OBSE need to be launched before oblivion.exe itself and will search for a file named oblivion.exe. Since you can't have two files with the same name in the same folder, at least you need change OBSE to search for another name... so much trouble where don't having autorun is just a minor nuisance.
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Thanks for all your help.

EDIT: Don't worry I just downloaded character manager it doesn't look as if you can assign specific mods to specific characters, I'm not too suprised really, still apart from that I'm very impressed.
Correct, to modify the active mods I don't know if already have some utility that does it, and is dangerous issue as some mods can't just be deactivated leaving files in the /data structure... In this case you need to deactivate then by hand and be sure what is being done.