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Posts posted by DrakeTheDragon
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Hmm, I don't know if OBMM can do that. I'm sorry.
Hopefully someone else knows better.
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OBMM should know your game path from the registry, but I think there's also a config dialog where all those pathes can be set up.
What exactly are you trying to achieve by installing resource files to some place outside of your game, where they can't be found?
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Like I said, don't expect the texture pathes to be correct when coming out of any modeling app or some similar software. You have to "make" them correct yourself afterwards in NifSkope.
The settings for the game pathes will not affect the string values of those NiSourceTexture properties. They are for making things work in NifSkope, not in the game.
I'm on an installation where the whole game path feature from NifSkope doesn't work at all and my meshes are still all working, because all the game cares about is the exact texture path in such a property, not if your game pathes are set up correctly in the NifSkope settings. As long as you make your texture pathes all start at "textures" both programs will be able to find them. And again, there is no automatic way to get this done for you nor is there any guarantee it will be like this after export from anywhere.
I've got Blender running on my Mac, while the game's installed in a Windows 7 virtual machine, different drives and all. Neither does detect game pathes work in the virtual machine nor can both pieces of software ever use the same files or folders (different virtual/physical drives). But I take care the texture pathes in the NIFs point to the right files and are written correctly, relative pathes from "textures" down to the files, and everything's working after this step.
There's nothing wrong with your tools. You just have to fix those pathes manually. (Of course, depending on which apps you are using one could configure these to create only correct texture pathes on export to begin with, but that's not at all required as long as you fix them yourself afterwards in NifSkope, and not all such software can be configured like that to begin with.) Simply double-click those strings and rewrite them by hand.
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The texture pathes in NifSkope have to either be full path starting from your drive letter (then it's incompatible with everybody else's folder structure and can only be used by you, never shared with others) or starting with "textures" (that way everybody can use it no matter where the game's installed). Anything else the game will not be able to use, while NifSkope pretty well might be. Depending on how it's exported and from which modeling app it is very common to end up with messed up texture paths in the NIFs. Just make sure to fix them in this case before trying them out ingame.
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As far as I know the 'CopyDataFolder' steps are all done internally in the temporary folder the archive got extracted to, not your data folder. So when you call 'CopyDataFolder "Textures" "Textures"' it's instructed to do exactly what it's complaining about, copying "its" 'Textures' folder over "its" 'Textures' folder, not "yours". Simply calling 'InstallDataFolder "Textures"', or what the corresponding command is, would do what you're trying to achieve here by 'CopyDataFolder "Textures" "Textures"'.
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Only thing I could think of is the birds chirping. If it isn't part of the Vanilla game (been a while since I last played, can't remember anymore), it could be from the landscape mods as well, but I'm just guessing here.
edit: Coming to think of it, there was a big ambient sound mod project a while ago I was looking forward to a lot. I'll see if I can find it again and if those birds are in its samples, then this'd be the mod.
edit2: It seems the birds chirping is an effect of the Vanilla game. But there are mods making it more prominent or expanding on it, so maybe these will be of use:
Oblivion Stereo Sound Overhaul
The project I was thinking of was Oblivifall, but so far it only included "dungeon" ambience, so I was wrong.
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Wait, you're still using an ArchiveInvalidation.txt file, the old-fashioned, out-dated, never-reliably-working approach to Archive Invalidation and haven't yet had a multitude of other issues with it up to now?
I strongly advise switching to BSA Redirection either through OBMM or Wrye Bash or the famous mod "ArchiveInvalidationInvalidated!", as it gets rid of the need for Archive Invalidation entirely, once and for all.
If you did/do, just make sure there's no left-over ArchiveInvalidation.txt files anywhere in your folders anymore, or they will try to invalidate files which aren't in the BSA (an empty dummy) now to begin with and will cause multiple random issues!
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This is correct, yes.
If you don't know yet how to quickly create normalmaps, there are plugins for Adobe Photoshop and Paint.NET which can do this. Keep in mind the transparency (alpha channel) of the normalmap texture also defines the shinyness, and having it all black or all white is generally a bad idea. If your normalmap is almost invisible, you will have a proper non-shiny alpha channel. The more a section is visible the more it will shine ingame. Accordingly "sometimes" DXT-1 or another format without alpha channel does actually work in removing all shinyness from your object, but in most cases it won't and will only make your object pitch black or invisible. A compression format "with" alpha channel (DXT-3, DXT-5, x8r8g8b8 uncompressed, etc) is highly in order for storing normalmaps.
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As far as I know adding any aditional texture properties in NifSkope will not have any effect in Oblivion's version of the GameBryo engine. At least I haven't yet found 1 single glow-mapped item which did that, and when I did it myself just out of curiosity (intentionally "not" using the proper name, of course, else it would be pointless) it didn't have any effect. The only way Oblivion recognizes a glow map or normalmap is by the suffix "_g" ("_n" for normalmaps) to the filename, which has to match the regular texture's filename.
So for glowmaps to work for a texture like say "mytexture1.dds" in a NIF file you need to add a glow map named "mytexture1_g.dds" to the exact same folder "mytexture.dds" is in and give the according mesh in the NIF an "emissive" material property of white. Actually it doesn't even have to be white. Any color and intensity will do, the glow map just serves as a mask for which area it should glow through and how much.
Sadly I forgot which compression formats (DXT-1, DXT-3, DXT-5, uncompressed, etc.) were allowed for glow maps, but as with normalmaps it will not work with all of them.
You got your whole mesh glowing after setting the emissive property to white means it didn't find a glow map to mask the areas which should not glow. Likely you added the glow map in NifSkope instead of just giving it the proper filename.
Keep in mind though that there are several material names which are reserved and under control of the game engine. The most prominent would be "skin". Those will never accept any changes to the material properties as the game engine will immediately override them. As a matter of fact there can't be glow maps on body parts. Why this isn't the case for the also-controlled material of the heads though still eludes me. But I've long since learned to live with modding Oblivion having more exceptions than rules and anyways being just a bunch of inconsistencies. You just have to know them all at some point.
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Pitch black or also sometimes invisible meshes means they're missing their normalmap textures, the ones with "_n.dds" like you said. In Oblivion every 3D mesh's textures need to have a normalmap texture or these things will happen. The normalmap is also telling the game how much light should be reflected by the object and from which part of it by the alpha channel value, so no normalmap at all, or even stored in a wrong format without alpha channel, it will not reflect any light at all, and this means black.
You basically diagnosed the issue yourself already. You will need those normalmaps. But what you mean by "adding" them eludes me here. They have the same name as the texture they're used with and are stored in the same folder, because that's the way how the game finds them. They are not defined in NifSkope, although there is the possibility to do this. From what I know the game will not use these you added in NifSkope though, as this is not the way this version of the GameBryo engine works.
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The other races are Vanilla races I guess? This body isn't looking like Robert's to me and the way the Robert's Male fullbody texture of the Synx race is wrapped around each body mesh is especially suspicious for this to still be Vanilla body meshes.
The other races (Vanilla races) appear fine, because the Vanilla textures for upperbody, lowerbody and hands were never removed, only the foot texture got replaced by Robert's as it's the only one a Robert's body will ever use. Have you had a closer look at the feet of your males already? They should look pretty weird under these circumstances. The Synx now doesn't have those upperbody, lowerbody and hand textures, but instead is configured to use the foot (the fullbody) texture only for all bodyparts. This might be an unneccessary setup, as those texture slots will never be used by any Robert's bodypart, but right now it's the only cause for why you don't have "purple" bodies on your male Synx instead.
The pictures you posted are on a website of the "Steam" community, so there we likely have the cause, you're using the Steam version of the game. Now on to the solutions.
If we're lucky, you can fix this once and for all by redating the BSAs, which came from Steam with a far too recent filedate for any replacer-type mods ever to work, either with a file redate tool or via the "Reset BSA timestamps" button in the Archive Invalidation dialog of OBMM.
Then switch to using BSA Redirection for Archive Invalidation, if you're not already using it, either through OBMM's dialog with default settings, Wrye Bash's Replacer tab, or by the famous mod "ArchiveInvalidationInvalidated!". They all do the same, adding an empty dummy BSA into your data folder and modifying your Oblivion.ini so it's inserted into the "sArchiveList" variable at the same place the textures BSA was originally listed at, repalcing the only BSA that needs Archive Invalidation, thus removing any need for Archive Invalidation ever in one go. If any of these steps didn't succeed, you have to make sure they do, the dummy BSA must be in place and included in the "sArchiveList" in your Oblivion.ini. Afterwards by all means take care there are no left-over "ArchiveInvalidation.txt" files left anywhere in your folders, from previous attempts at Archive Invalidation using an out-dated approach which never really worked reliably to begin with, or the game will end up trying to invalidate files which aren't even inside the BSA (which is empty, of course) to begin with and cause multiple random issues in the process.
Additonally this could be caused by you using an OS like Vista or Win 7 and Steam apps also being inside program files, the troublesome over-protected folder. If this is the case and all of the above doesn't help, a relocation of your game folder might be in order.
I hope this helps.
edit: I'm a little unsure why the females seem to work fine, as you said, but Oblivion issues are always pretty random anyways, and you told us you installed Robert's Male properly, so that's the only option left I can think of.
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The copyright only goes for the original content created by Bethesda or some licensed third party content. The latter would most likely be the cause for the whole "can't use Morrowind assets in Oblivion" trouble, as the assets were only licensed to be used in Morrowind and not even Bethesda may use them in another game. Reading the EULA right you are not even allowed to "use" Morrowind content in your Oblivion not even at home on your drive for personal use only.
However, here we're talking about a "custom" made dagger the OP created himself back then for Morrowind and now wants to use it in Oblivion, which should be his right, as it is his creation and property, provided it's not depending on any official Morrowind resources.
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"ArchiveInvalidationInvalidated!" does exactly the same as BSA Redirection in either OBMM's Utilities for Archive Invalidation or Wrye Bash's Replacer tab. They put an empty dummy BSA into your data folder and alter your "Oblivion.ini" to insert it into the "sArchiveList" variable at the proper location. After this the only BSA ever requiring Archive Invalidation anymore is the empty dummy BSA. As there are no files in this one, no files will require Archive Invalidation anymore after this point. That's why it is a one-time-only fire-and-forget type of solution. You will only have to do it again, if some other install altered your "Oblivion.ini" and removed the change.
edit: Be careful! Having any left-over "ArchiveInvalidation.txt" files anywhere in your folders (those were used by previous means for Archive Invalidation, never worked really reliable, and pretty outdated nowadays) will make the game try to invalidate files which aren't inside the dummy BSA, as there are none at all. This will cause any type of random issues and can also make it not use some or any external resources.
For "ArchiveInvalidationInvalidated!" there's likely comprehensive instructions on how to edit your "Oblivion.ini" or maybe even an installer doing this for you. I haven't used it in Wrye Bash myself, yet, but it can't be much more difficult. In OBMM it should be the default settings in the Archive Invalidation dialog. Just in case you're using Oblivion from Steam, there's some known issues with the file dates of the BSA files being far too recent for any replacer-type mods to work ever. This can be fixed by using a redate tool (I don't know any specifics about this as I'm not using Steam myself) or by clicking "Reset BSA timestamps" in said OBMM AI dialog once.
If you're using Vista or Win 7 though, be warned the UAC might prevent install of files through OBMM or even prevent the game to find its files, if you installed the game to the default location, somewhere inside program files. Steam also resides within these folders, so it's twice as troublesome. Installing (or moving) the game to a different location outside of program files is advisable when on such an OS.
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I think the real issue with topics such as this is, they serve no purpose.
What is happening here?
One person opens a thread mentioning his dislike for skimpy clothing officially. Other people join in, either supporting the OP's notion or arguing against it.
The first rude comments and offenses pop up, of no relevance to and ignored by the major audience. Some senselessly feel attacked and defend themselves, then a moderator pops up and issues a few warnings, the topic becomes more civil again.
The same old arguments are recited over and over as was the case in numerous such threads over the last years, everybody supporting his or her own standpoint.
All we get from it is better knowledge of who's in which camp, which isn't really of any use to anybody.
Do you expect any of the skimpy clothing modelers to suddenly jump up and yell "Oh my! I was so wrong! I will never create any skimpy clothing again anymore!"? Certainly not gonna happen.
Will there be any more modelers creating non-skimpy clothing as there were before this topic came up? Pretty sure not.
So what, apart from defining the exact borders between the two camps, are the benefits of such a discussion?
Of course everybody is allowed to express his/her own opinions and make his/her points. That's what discussions are about. But it's also a fact the one camp of the discussion won't care and the other camp is already on your side.
So again, what's the purpose of discussing this? Nothing will change no matter into which direction this will go.
In the end the community can only agree to disagree in this topic, again, and that's it.
For the records, I'm a male. I'm playing a male. Female characters I only play short-termed for play-testing of female assets in my mods. I dislike too much skimpy clothing myself, as I think it's unrealistic to run around clad in only a metal bikini. No sane female would ever do that.
I'm only mentioning this because you started it. It is of no relevance to anybody else than me and nobody else will ever care what I prefer or not. I am in no way attempting to convince anybody of my own opinions nor am I telling them their's were wrong. Any such attempt is useless and pointless. As is this thread (again only my own personal opinion).
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Basically installing a race mod adding a race to the game should only affect this race and no others, but there is a chance there were different EGT files coming with these, and as there is only 1 body but several heads they could have replaced the body EGT, messing up even the other races in the process. Body and head EGTs never perfectly matching from the start was an issue already, but replacing one of them with a different version making it yet less matching is of course only worse.
You cannot use a Vanilla body AND Exnem/HGEC items at the same time, as the latter will require their special Exnem textures for the bodyparts inside them to look even remotely fine and the Vanilla body requires the full set of 4 (5) textures to be Vanilla or will look horribly wrong.
Your best bet would be to get a fitting set of body and face textures for every race and a fitting combination of body and head EGT files, as from Luchaire's famous Body Seam Reducer mod for example.
I'm not using Exnem or HGEC though, as their UV mapping is driving me crazy when trying to create my scaled textures (those bodies are considered pretty unmoddable by me), so I can't be of much help with more detailed mod infos to this matter.
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Never touch the textures of meshes using material "skin" and having "upperbody"/"arms", "lowerbody", "hand", "foot" or "tail" in the names of their NiTriShapes/Strips.
Having this combination they're controlled by the game engine and will be using the texture of the race they're worn on, including skin tint and coloration as defined during CharGen, and the game will ignore any texture setting or material attribute changes you make in the NIF.
However, making them point to textures without normalmaps causes a "missing normalmap" (pitch-black or invisible) error ingame, although the texture itself will never be used.
Additionally, messing with the filenames away from the defaults seems to be able to cause several weird issues, like half-transparent see-through bodyparts and "missing texture" (purple) issues.
Have a mesh use material "skin" but no proper keyword in the name of the NiTriStrips/Shapes the game does not know which texture slot of the race to use and can cause pretty weird issues once again.
Change the material away from "skin" and it will be like a regular item, no control by the game engine will occur anymore. Then you have to make sure the textures assigned do exist, have normalmaps and are working and fitting properly to the mesh. It will not behave like skin in any way anymore though, so make sure that's really the intended goal.
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Some body mods (mostly older) have the skin texture that is packed WITH the clothing/armor. Newer ones mostly rely on the textures that you already have.
I'm sorry, but this is not true. There is no skin texture packed with clothing or armor and they will always use the textures of the race or they were done wrong in the first place (the items, not the body mods).
If you're not using so-called Stock Replacers for your body mods, replacing any item of the original game with a new one fitting the respective body, then you will basically have the Vanilla body underneath your clothes, no matter which body mod you're using.
The Vanilla body meshes now, unlike meshes from body mods, use 1 different texture file for each bodypart. The final files these will be are still determined by the current race's texture records, but there are settings inside the NIF telling which texture "slot" (upperbody, lowerbody, hand, foot) the mesh will use.
To further evaluate now all body mods I know of make it so those meshes only use the "foot" slot, with an exception being the Exnem family by excluding the "hands" from their full-body textures.
Still the items have no say over what texture files will be used in the end, as this is solely controlled by the body mods, but they can make it so it's like using the wrong body mod or none at all, and the textures will not fit anymore, or in case of Vanilla races and Vanilla items be the wrong ones, the left-over Vanilla texture files (body mods only replace those files they use, being foot, and hand for Exnem's etc., everything else remains Vanilla and will still show on Vanilla body meshes, at least in general).
As for the issue at hand, the neck seams, this is like trying to align a straight line border to a curve, for every body mod I know of. Just take a look at the UV maps of upperbody and head and you'll see for yourself how impossible it is to get the texture to align right in this area. For smooth featureless skin it's not at all as apparent as it is for scales or fur, of course, even.
Then heads and bodies are using two different materials, both controlled by the game engine, but not at all matching.
And even if they were, there'd still by the EGT files, containing age map, facial hair and skin tint/coloration texture info among other things, again two different ones for heads and bodies, and again not at all matching in the border regions.
That's why there are so many attempts in making it "better", but none of them is really a "perfect" solution. There's just too much to fix beforehand for this to ever become seamless.
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Well, I was using Imageshack for quite a while, actually still am, just not that regularly anymore.
I have some 1000 images in my gallery there, 800 of them on currently offline servers, 600 reuploaded to second servers, which now are also down on a regular basis. It's not that they're deleted or removed after time or something, this I could understand. No, the urls lead to Not Found pages as the servers are down. Having this happen to like 80% of your images on a pretty random but regular basis, some only a couple seconds after you uploaded them, makes you slowly reconsider your host.
But I agree, I must've been mistaking the purpose of the image share section. And me taking part in this discussion also makes no sense, as I was never a proper user of it. I only have a small handful of images hosted here, you'll never notice them unless you search for it. I'm not a screenshooter, I just like to keep the readers of my WIP threads informed about my progress. And the best way to show this, to me, are images.
I'm only very rarely endorsing or commenting either, as I don't feel like judging other people's work. If there is something I really want to give a comment about, I do, but it happens only very rarely.
I understand the purpose of the 5 images per day limit, and I understand me not being able to afford a premium membership I have to deal with some restrictions. But as I said, if there is like a switch to not make them show up in whatever area needs spam protection through this restriction at all, I'll gladly use it.
But then, I guess I should just direct those readers to my deviantart gallery and only put the really cool or innovative feature shots up here from time to time. That'd be the real purpose of an imageshare section as I got to understand it anyways.
But this'd be the last post of mine in this topic, as it's going off-topic because of me and I'm only derailing it further.
And I also realized I should stay away from posting too often these days, as my current mood only produces such offensive nonsense lately as seen in my last posts.
I have nothing to contribute to this discussion, as I don't care what those people are doing or about the ranking system itself entirely, and I should have never written my first post here.
(Neither irony nor sarcasm intended in any of my sentences.)
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I personally think yet more restrictions to the image share section won't help, only hurt the wrong ones.
I, too, have figured out an evident group of posters and endorsers now just by looking at the top 25 for a quick gander. They don't even care if it's always the same number of endorsements and the same endorsers minus the individual author, which is the only thing that changes with each image. But I for one couldn't care less. If they need this, then so be it. That's not what I'm uploading my images for.
But there was something which indeed put me off a little lately. I was in the process of uploading a series of 6 images, so I can put links to them into the forums for those interested in my progress, or to gather some feedback from users stumbling across them and getting interested. Now when I reached the 6th image I was suddenly told I may only upload 5 images per day, not to "imbalance" the picture voting. I don't care about the voting. I just want my 6-picture series uploaded in a row without having to wait a day inbetween. If there was a way to make my pictures not appear in the voting, which would in turn allow me to upload them all in a row, I'd gladly do so.
I'm after comments, not endorsements, or even appearing on top of some stupid ranking (personal opinion and only in regards to my own images, sry). If I ever notice some business like this going on in my endorsements, I'll disallow them right away. Only hope I won't loose the ability to receive comments along the lines. If there was a way to make my pictures not go into any statistics but allowing me to upload them all in a row, I'll choose this over any other at all times.
So the gist of it is, please don't implement yet more restrictions to this. Reduce the upload count further and me sharing my images here will be a thing of the past, as it won't make sense anymore.
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The fangs are indeed only achieved via morphs from the regular human teeth meshes. It's all in the .tri files, for the teeth, not the heads.
Fangs not working for a player vampire can have multiple causes. You could be using a different teeth mesh, being of a custom race or something, without such vampire morphs applied, or there are races which just don't play these morphs altogether although the teeth meshes they're using do have these. For example I got an Argonian teeth mesh with 100% working vampire morph, it's all fine in FaceGen, but Oblivion doesn't even trigger this morph when the Argonian becomes a vampire. Maybe this morph just won't trigger for the player ever either. If so, then you're out of luck with this.
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Have I lost my mind? Why did I write this? I'm not taking part in this. Never did.
My points might've been valid, but I'd never speak them out.
This damn bad mood lately... I'm soo not me these days...
Ignore all you might have read. I was never here.
(back to enjoying the funny comments and ignoring the irrelevant rest)
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One additional problem has cropped up in-game, though: when a character puts on the boots, they appear black and the whole mesh only moves with the left foot, instead of seperately on either foot. Before that the model wasn't showing up at all, and I tried re-importing the skeleton, re-parenting it to the mesh, then exporting again, which gave me my current results. What could have caused this?
I actually have a similar issue to this still left unattended in a test-release of mine. I'm mostly working in my own development folders until something is "done" and I'm finishing files and folders up for release. For example I got a folder named "dragon" inside both "meshes" and "textures", where all my dragon-related in-development files reside. Releasing a mod with such a generic foldername is totally out of the question and would just be asking for conflicts, so I made up new folders and placed all files into them respectively and changed any file paths in the NIF files. Due to their number though it seemed I missed one or two of those paths and they're still pointing into my development folder, which of course isn't on anybody else's drive. Thus the NIF files are missing their textures and, pretty misteriously but not too much surprising either, the missing normalmaps (pitch black or invisible meshes) somehow supercede the missing textures (purple meshes) in this case and to make things even worse also the rigging of some of those meshes gets lost. All due to the missing textures only, as weird as it may sound.
In your case I bet it's missing normalmaps (the files ending on "..._n.dds" going along with your regular "xyz.dds" texture files, telling the game how much bumpyness your texture should have and how much light to reflect in which area of it, that's why it's pitch black or invisible when it's not present, as no light at all gets reflected then) or something similar as well now. I can't imagine "how" this would cause the issues we described (a missing texture destroys the rigging? yeah, sure... can't be serious), but I know for certain it "does", in my case at least.
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Oh, there's no need to defend your remarkable work, LHammonds. I never intended to downrate it at any point. In fact I thought it was a great idea when I first read of it and still do so nowadays. I can clearly see the benefits of an all-in-one-place source for these tools for the end-user, bundled with a bunch of valid information and instructions on how to get it all working. I really appreciate your hard work in compiling all these resources and links and keeping it up-to-date and at versions compatible with each other.
It was just I came here and read the OP describing what all was installed already and for a lot of this software I "know" it is not part of the installation process, so I was wondering where it came from. Quickly skimming through the sources linked only one thing was obviously sticking out for me, there was no mentioning of the original NifTools homepage at any time. This confused me a little, was it the only source I ever used and was always faring pretty well with it so far, and I was wondering why that is. Don't get me wrong, I only never used your complete package up to now, because when I tried my hand at this stuff back then your Nexus upload simply wasn't in existance, yet. If I was to learn it all from scratch today, I'd likely use your download page as the first source for it as well.
I agree, it isn't always advisable to obtain the latest version of everything, considering they aren't always compatible with each other. I didn't yet switch to Blender 2.5 either due to it not being supported by the NifScripts, yet. But I see myself as a pretty confident programmer and very tech savvy and so I always give the latest version of everything a try. If anything goes wrong, I can always revert back to the last working state. I didn't yet manage to mess up my installation beyond repair and never had to reinstall Oblivion once either. So it is pretty safe for me myself to mess around with this stuff to any extent. But of course I can't recommend anybody else to do so as well without knowing they can also handle it when things go wrong either.
I was only wondering why the NifTools homepage wasn't mentioned anywhere at all, neither on your page nor on other sources so far, considering what all I learned from it and the linked tutorials over there years ago, and thought mentioning it here could help the OP. No offense intended and I hope I didn't come across as if I was. :confused:
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Are you by chance using any mod which changes the first person view? "3rd Person Animations In 1st Person View" coming into mind here or its successor "Immersive 1st Person", also possible is V6 of "Deadly Reflex", using somewhat the same approach for 1st person, or "Unneccessary Violence". If with such a 1st person skeleton then any "real" 1st person animation is played, horrible, and sometimes persistent, camera shifting occurs. It's also troublesome when the animations of such mods are used while their special skeletons aren't in place (sounds familiar to your previous issue).

Issues with Modelling, Textures, and Insanity
in Mod troubleshooting
Posted · Edited by DrakeTheDragon
If NifSkope's file browser is giving you the wrong pathes, then just don't use the flower icon. Enter the path "manually".
However, you're right in that it should not give you a path like your's when using the flower icon to browse to your files. Might I ask for the exact path of an example texture you're using? Maybe it's something wrong with their location to begin with and that's why NifSkope "thinks" it has the folder offset right. For reference, the game will refuse to use any textures outside of the "textures" folder inside your data folder, while NifSkope will treat this as a valid path inside NIF files. Additionally certain resources may only reside within certain predefined folder structures. The number is manifold, as are the different types, so I don't know the right place for all, but among my first bets when the game won't use a file NifSkope accepts would be I put it outside of its expected location.
For what it's worth my game path settings in NifSkope only point to the data folder, which in your case would be "C:\Oblivion\Data". Remove "all" other entries! Let's not perhaps confuse NifSkope by the multiple entry levels you set up there. Maybe then the flower icon texture browser will yield the correct pathing again.
edit: That is of course only if "sma" isn't a folder actually on the same level as "textures". Then it simply will not work ever.