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TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool? |
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Thomas Kaira |
Feb 12 2011, 10:30 PM
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Mouth
Joined: 10-December 10
From: Flyin', Flyin' in the sky!
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Yup, go ahead and let Maxical give 'em an explosion! Wait... No, don't do that! you don't know what she'll destroy! 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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Rarely is the question asked, is our children learning?
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King Coin |
Feb 18 2011, 07:57 PM
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Master
Joined: 6-January 11
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Well I added this mod to my game: http://www.tesnexus.com/downloads/file.php?id=2518and 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 |
Feb 18 2011, 08:37 PM
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Mouth
Joined: 10-December 10
From: Flyin', Flyin' in the sky!
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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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Rarely is the question asked, is our children learning?
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Thomas Kaira |
Feb 19 2011, 07:36 PM
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Mouth
Joined: 10-December 10
From: Flyin', Flyin' in the sky!
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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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Rarely is the question asked, is our children learning?
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Thomas Kaira |
Feb 20 2011, 02:31 AM
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Mouth
Joined: 10-December 10
From: Flyin', Flyin' in the sky!
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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! (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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Rarely is the question asked, is our children learning?
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Thomas Kaira |
Feb 23 2011, 01:11 AM
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Mouth
Joined: 10-December 10
From: Flyin', Flyin' in the sky!
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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.
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Rarely is the question asked, is our children learning?
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