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I suggest you try using OBMM or Wrye Bash.
http://www.nexusmods.com/oblivion/mods/2097
http://www.nexusmods.com/oblivion/mods/22368/
wrye bash is more powerful, has it's own advantages, and is what i stand by firmly, but only really comes to the fore if you have to merge levelled lists or if you're exceeding the 255-mod cap
I have never used Mod Organizer, but maybe you can use it in a similiar way in place of NMM.
One problem I encountered when using NMM is that some Oblivion mods do not come properly formatted to install using NMM. I had to re-organize some mod file structures so that they were NMM compatible.
If it doesn't work, I'll go with OBMM.
No, you don't have to convert every single mod to .omod format. It's just the only manager to properly deal with the file type. You can install (most) other mod archives as normal or convert them into .omod files.
In any case, I want to be starting a new game this weekend, and I just don't have time any more to be monkeying about with mod managers. So for now I've settled on NMM despite my dislike of it. So far it seems to be working even though it's slow and awkward and buggy as hell. If it fails I'm just dumping files raw into the game the old fashioned way.
OBMM isn't really hard to understand at all. There are plenty of tutorials still on the internet, some of them in video format. Some mods you can convert the archived files they come in into OMODs (so like .zip, .7z, etc), some let you blatantly download the OMOD. if it's not one of those two, you will have to install it manually, and that is not a bad thing.
Once that's done, all you need to do is activate it.
It's understandable to be irritated by the lengthy process of setting up and organising a variety of mods for Oblivion but it will save you headaches in the long run. Like a lot of other games of a similar age, it takes a significant amount of time to setup and mod properly but it can be worth it.
What gets me is that there is ABSOLUTELY NO REASON FOR IT! I don't want to use just out of protest. All a mod is is a collection of files in a particular structure. That structure already exists inside the .zip and .7z files, there is zero purpose to convert it into a tool specific format.
FOMM does not do this, it can use regular mods as well as FOMODs. Why can't OBMM do the same?
p.s. Sorry this question turned into a gripe fest, but I had no idea how b0rked the Oblivion modding environment.
Anyway, I ended up using it only because NMM was even more annoying. I've got everything setup now, and hopefully I won't have to touch it any more.
You only have to do this if you're doing it wrong or if it's a mod you can install manually anyways.
When I load an archive into the OBMM omod creator, if it's compatible into being made into an OMOD, it fills out all of those fields automatically. I don't need to worry about that stuff.