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> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
mALX
post Feb 12 2011, 10:29 PM
Post #21


Ancient
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From: Cyrodiil, the Wastelands, and BFE TN



Okay, what they have done is number theirs so they are chosen first. It is easy to tell which are their added ones by using your list - Thank You so much !!! You ROCK !!!!


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Thomas Kaira
post Feb 12 2011, 10:30 PM
Post #22


Mouth
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From: Flyin', Flyin' in the sky!



Yup, go ahead and let Maxical give 'em an explosion!

Wait... ohmy.gif

No, don't do that! you don't know what she'll destroy! laugh.gif

I'm sorry, I didn't mean to put your computer in jeopardy by suggesting that. Yeah, go ahead and delete them if you don't want them.

EDIT: Celebratory 200th post dance is in order here...

This post has been edited by Thomas Kaira: Feb 12 2011, 10:31 PM


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mALX
post Feb 12 2011, 10:33 PM
Post #23


Ancient
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Just in case, I am moving them to a folder on my desktop and holding them till I am sure nothing is messed up by the change. If all seems okay - then I will delete them. (and what you were asking in the first post is correct.

The files looked exactly the same, but the numbering was the key. Example:

Public Folder:

town1.mp3 = Other
town_01.mp3 = Bethesda


*

This post has been edited by mALX: Feb 12 2011, 10:40 PM


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mALX
post Feb 12 2011, 10:48 PM
Post #24


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Next time I am attacked by a mudcrab or am dungeon crawling and hear the familiar TES Jeremy Soule sounds I will think of you and say THANK YOU !!!! WOO HOO !!!!


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TheOtherRick
post Feb 18 2011, 02:24 PM
Post #25


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From: The Heart of Dixie



Alright...I have downloaded and briefly scanned over the "Wrye Bash For Dummies" visual tutorial that was posted earlier. The thing still scares the hell out of me. But...I really want some of the mods that require it.

So...here is the first of my Q's regarding safe installation. I don't want to lose anything that I currently have...mods, saves, etc. If I copy the two game folders (the one in c:\games\Oblivion and the one in MyDocs) to a safe back-up location...you see where I am going here. What is the best safest way to get started with this?


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Thomas Kaira
post Feb 18 2011, 07:40 PM
Post #26


Mouth
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The "Data" folder provided in Bash will not overwrite any of your mods, so don't worry about losing anything. Speaking of Bash...

*notices 291 is out*

I'm going to need to check out the new installer....

EDIT: Not too much different from last time, but with a pretty nice number of new features. I'm particularly liking the new OBSE plugin installation option.

This post has been edited by Thomas Kaira: Feb 18 2011, 07:55 PM


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King Coin
post Feb 18 2011, 07:57 PM
Post #27


Master
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Well I added this mod to my game:
http://www.tesnexus.com/downloads/file.php?id=2518

and it has optional creatures add-on. I would like to use them but for some reason when I activate that part of the mod and go into the game world the game crashes.

I deactivated almost every other mod I am running and it still crashes.

Any suggestions?


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Thomas Kaira
post Feb 18 2011, 08:37 PM
Post #28


Mouth
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That download doesn't provide the extra resources you need to use that portion of the mod. Grab them here. They've been optimized for improved performance on this download. Make sure to grab the items pack, as well, if you want the extra loot.

This post has been edited by Thomas Kaira: Feb 18 2011, 08:38 PM


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King Coin
post Feb 18 2011, 08:43 PM
Post #29


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That would be nice if they had mentioned that. The only thing I saw was the extra file needed for the optional gear add-on. Thanks!

I guess they did at the very bottom. My mistake. Thanks for the help anyways.


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King Coin
post Feb 19 2011, 05:46 PM
Post #30


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Well I grabbed the mesh/texture pack and applied the optimized textures you linked. If I apply the creature portion of the mod to the game while I'm inside of a building or something the game crashes as soon as I go into the open world. However if I apply it and load a game that is already in the open world, the game does not crash. What the heck is up with that?

EDIT: did a quick run around and I'm still seeing lots of "WTF?! MESH." Also crashed in like 5 mins. The conflict detector is useless because the mod overwrites its self A LOT when you use the optional files.

This post has been edited by King Coin: Feb 19 2011, 06:47 PM


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Thomas Kaira
post Feb 19 2011, 07:36 PM
Post #31


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That's because you didn't set the BSAs up properly. The game cannot use any resources from an Archive unless you do one of two things:

1: Register the BSA in Oblivion.INI

2: Load an ESP with an identical name to the BSA

Note that it has to be an ESP file in order for that to work, not an ESM. Since the optional creatures and items for that mod come in ESM form, your best bet if you want to use it on its own is to do this:

-Open Oblivion.INI (Documents, My Games, Oblivion)
-Find the entry "sArchiveList"
-Scroll to the end add the BSAs to the list, it should look like this:

sArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, (the rest of Oblivion's base resources go here), Oblivion - Misc.bsa, FraNewCrea.bsa, FraNewItems.bsa

If you don't have Archive Invalidation Invalidated, I do recommend you obtain it to fix the archive invalidation bug, but it's not absolutely necessary.

This is also the only mod I recommend toing this for, because there is a 256 character limit to the sArchiveList entry.

This post has been edited by Thomas Kaira: Feb 19 2011, 07:37 PM


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King Coin
post Feb 20 2011, 02:21 AM
Post #32


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THANK YOU!!!!

They skimped that Oblivion.ini part in the readme. And I didn't even know it was in the Documents section. I was looking for it in C:\Programs\Bethsoft\Oblivion (when another mod made mention)

What is " Archive Invalidation Invalidated"? I found a text document in C:\Programs\Oblivion called "ArchiveInvalidation"

this is the text in it:

Textures/Armor/ImperialWatch/M/Gauntlet.dds
Textures/Creatures/Zombie/ZombieHair.dds
Textures/Dungeons/AyleidRuins/CPRailing01.dds
Textures/Plants/MiscMoth01.dds
Textures/Weapons/SilverShortSword.dds


Thanks man, you are the ModGod
(just got done reading the latest update in "Madness Helps Me Save Myself" lol)


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Thomas Kaira
post Feb 20 2011, 02:31 AM
Post #33


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Archiveinvalidation Invalidated!

It's a form of Archive Invalidation called BSA Redirection, which essentially tricks Oblivion into using its bugged automated Archive Invalidation technique on the wrong BSA, allowing for file dates to properly supersede the archives like they did in Morrowind.

It needs to be first because I noticed that the linked installer actually places the BSA's registration after the Meshes BSA, which is not a good place for it to be. You want for that dummy BSA to be the very first one Oblivion sees. I know this because I am now solely using BSA Redirection myself and have absolutely zero problems with my replacers not showing up. No more archive invalidation hassles for me! biggrin.gif tongue.gif

(In case you are wondering, that was my endorsement for using BSA Redirection as your primary Archive Invalidation technique)

This post has been edited by Thomas Kaira: Feb 20 2011, 10:20 PM


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King Coin
post Feb 22 2011, 08:56 PM
Post #34


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Ok this isn't a pressing problem, it's just annoying. Some of the mods I have add NPCs to the game. Some of them have extremely weird looking eyes. The textures of the pupil and iris are not in the correct place on the eye. I'll upload a pic if you don't know what I mean. Not all mod added NPCs are affected though. I'm wondering if the Cosmetic Compilation Omod is causing this. I do not want to remove it from my game because my current character relies on this mod.


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Thomas Kaira
post Feb 22 2011, 09:59 PM
Post #35


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That's why you don't want to mix-and-match eye meshes and textures, it results in the rather classic googly-eyes glitch.

Post your load order so I can see if you have multiple mods installed that provide replacement eye meshes.


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King Coin
post Feb 23 2011, 12:23 AM
Post #36


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This is going to be lol. I'm sure I have lots of load order problems



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Thomas Kaira
post Feb 23 2011, 01:06 AM
Post #37


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These two mods are what's causing the problem:

7. Cosmetic compilation revived .esp
36. Eyecandy compilation .esp

You're either going to need to drop one of them or merge the changes in Bash's Bashed Patch. I would suggest dropping one, though, because I really don't recommend mixing eye resources. Try and keep only one mod in your load order altering eyes at all times unless they are using a universal eye mesh.

This post has been edited by Thomas Kaira: Feb 23 2011, 01:10 AM


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King Coin
post Feb 23 2011, 01:09 AM
Post #38


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thanks.

I'll just deal with it because I don't know how to use Bash


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Thomas Kaira
post Feb 23 2011, 01:11 AM
Post #39


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QUOTE(King Coin @ Feb 22 2011, 05:09 PM) *

thanks.

I'll just deal with it because I don't know how to use Bash


*nudge nudge*

The OP has links... they can be handy. biggrin.gif


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King Coin
post Feb 23 2011, 01:29 AM
Post #40


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Find any other problems with my load order? everything seems to work fine, but something would have to be seriously wrong for me to notice.

EDIT: I didn't know the eyecandy mod changed the eyes. I have no problems with standard NPCs, and the PC, just a few mod added NPCs. I see the mod added ones infrequently enough that I can ignore their Fuglyness.

This post has been edited by King Coin: Feb 23 2011, 01:32 AM


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