How to utilize OBMM.
This page updated on May 29 2017 CSTThis tutorial will demonstrate how to correct hard-coded texture paths in .NIF files using NIFSkope.
About 20 to 30% of the mods I've run across have the paths hard-coded to C: but that's mainly due to the fact that the authoring programs default the full path. New modders don't know to change it in order for it to work for all versions of Oblivion. Why does this matter? Because the mod will not work for anyone who doesn't install Oblivion to the exact same location. Many people install to different locations such as C:\Games\Oblivion or D:\Oblivion\
It is very simple to change the texture paths in the .NIF files. If you don't already have NIFSkope, it is extremely helpful and can fix this problem quickly. Look in my Tools section to find the download for NIFSkope.
Once installed, NIFSkope will associate itself with .NIF files. Go to your mesh folder that has the .NIF files and double-click on one to have NIFSkope open the mesh.
NOTE: It is recommended that you use backslashes (\) instead of forward slashes (/) in paths. If the .NIF is ever packaged inside a .BSA file, the textures using forward slashes will not work as if they cannot be found.
NOTE: As of 0.9.3, the save feature is quirky since it remembers the filename and path of the last saved .NIF file rather than the file it currently has open. If you work in different directories this can bug you quite a bit and you have to be careful to notice which file you're actually trying to save and not accidently overwrite the last file you saved with the current. I accidently saved a foot mesh on top of a helmet mesh once. It wasn't pretty and it sucked having to restore the helmet mesh.