Jump to content

Question on OMODs


alexmeowshall

Recommended Posts

So I installed Qarls Texture Pack III Full v1_3_OMOD off of nexusmods, did all the steps correctly, then realised when I activated the OMODs an .esp did not show up on the left pane of my window. Also, everything still is potato quality in my game so I figure something isn't right. All the OMOD parts (downloaded 11 OMODs as the whole pack) for the texture pack are in Oblivion\obmm\mods.

 

 

 

Anyone know what's going on? What did I do wrong?

Link to comment
Share on other sites

Qarl's TP is a replacer package. There's only texture files inside, or maybe some edited NIFs as well. There simply is no ESP included to begin with. It doesn't need one.

 

As for the replacements not being taken up by your game, did you already take care of Archive Invalidation? Oblivion will not use any other textures than the ones inside the game's BSAs unless specifically told so.

 

As you're already inside OBMM there, your best approach would be to click on "Utilities" on the right, then "Archive Invalidation"(?), select the one and only sane approach to it "BSA Redirection" and leave all options at default (BSA Redirection has no options), click "Reset BSA timestamps" as well once you're at it, if you're Oblivion's from Steam, and then let OBMM do its magic.

 

BSA Redirection is a one-time-only fire-and-forget solution. It puts an empty dummy BSA file into your data folder and makes it so the game uses this one at the right place in the "sArchiveList" entry inside your Oblivion.ini so it replaces the one only BSA requiring invalidation, thus eliminating the need for Archive Invalidation entirely once and for all. It only has to be repeated when something changes your Oblivion.ini again and removes the entry. That's it. From now on the game will automatically use any newer texture file from inside your data folder over the corresponding Vanilla file inside the BSA.

 

Just make sure you're also getting rid of any left-over "Archive Invalidation.txt" files found inside your folders, as they might've been created by previous attempts at Archive Invalidation following outdated instructions, and will now instruct your game to use external file X over internal file X from inside the "now-empty"(!) dummy BSA. No need to further evaluate why this might lead to multiple random issues I think.

Link to comment
Share on other sites

Oh, perhaps that is it! In the readme it advised BSA alteration, not BSA redirection. It also did not advise me to reset the BSA timestamps. So if I have my mods active but it has BSA alteration instead of BSA redirection that could cause a few texture issues correct? Fixing that up right now in OBMM right now.

 

EDIT: Did it, checked my game, nothing has changed really.

Edited by alexmeowshall
Link to comment
Share on other sites

Did you click on the Update Now button after making the change to BSA Redirection and clicking on Reset BSA Timestamps?

 

- Edit - BSA Alteration is an older way of doing archive invalidation, and back in it's day the best way (until BSA Redirection came along). Lot's of older mod's description haven't been updated to reflect the change and there are still some proponents of BSA Alteration in our midst. BSA Alteration works, but needs constant care and attention to keep it updated (as opposed to BSA Redirection's fire and forget quality).

Edited by Striker879
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...