Germandeathkittiez Posted February 16, 2009 Share Posted February 16, 2009 Yes AGAIN I have lost my Oblivion sound files this time all but Kha'jiit ones but I realized which mods did it. last time it was Demon mod and due to various PC Sound Char Files as well. This time OOO finished them off. Sadly my back up was somehow getting overwritten as well... I have apparent Omod back up files but they wouldnt be read my OBMM so can someone tell me if these contain the sound and voice files as well? and if they're usable? they came with the game...EDIT: Well I have no idea where I got them but I have them...I don't know how to use them because they won't open in OBMM... :/ Link to comment Share on other sites More sharing options...
bben46 Posted February 16, 2009 Share Posted February 16, 2009 The vanilla sounds are in the files sounds.bsa and voices.bsa in your data folder. If they are still there, then you haven't lost them but they are being over written on load by a mod. Next time you make a back up, copy all of the vanilla .bsa files to another folder, make a new one and name it something like Bsa_Backups so you will know what it is. Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted February 16, 2009 Author Share Posted February 16, 2009 I Backed up my data folder into a new folder in the same drive but also in that drive I have a test folder where I extract archives to examine them apparently doing that somehow overwrote sound files in this backup folder as well. I've lost the sound files and the back up... none of them are still there they've all gotten entirely replaced... Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted February 16, 2009 Author Share Posted February 16, 2009 I Backed up my data folder into a new folder in the same drive but also in that drive I have a test folder where I extract archives to examine them apparently doing that somehow overwrote sound files in this backup folder as well. I've lost the sound files and the back up... none of them are still there they've all gotten entirely replaced... EDIT: Okay I think I've found what you mean. So the Omods are the backup files? I see files in Data folder called Voices.bsa and Sound.bsa Textures etc. How do I get them back because when I place them in the mods folder OBMM doesn't seem to realize they're there after I restart it. Is there any alternative way to open these and get the files inside? EDIT: Sorry for double-post I was trying to edit. EDIT: Also, is there a way to use these mods with Mod Manager and ensure that my Vanilla sound files don't get replaced? with the exception of them being replaced by better files... Link to comment Share on other sites More sharing options...
bben46 Posted February 17, 2009 Share Posted February 17, 2009 The vanilla .bsa files are not handled by the OBMM, they are native to the game. Mods overwrite them on load, not in the folder. the .bsa files in the data folder should not be modified at all. The .bsa files should be in the data folder and not in the OMOD folders. If the .bsa files are present in the data folder, then a mod is changing something when it loads. The bsa files are loaded into game memory first, then any mod that makes changes overwrites the loaded data in memory - not in the actual .bsa file. The actual .bsa file in the data folder is not changed. If all of your mods are in OMOD format, then disabling them should allow the native sounds to work. Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted February 17, 2009 Author Share Posted February 17, 2009 Oh I see they just have the same icon... but disabling the mods such as the PC sound files (makes your character talk in game) did not restore any of the files. Also this mod replaces voice files for almost all races... it doesn't say NPC but I'm pretty sure that's what it did because the only people I have talking are what's not listed there. (All I can hear is Kha'jiits but I'm pretty sure Bosmer, Orcs, Dunmer and Bretons will talk when I find them). Demon Race also replaces as well as OOO and Deadly Reflex... this should probably be integrating into the other sound files, rather than overwriting them. When I turn them off actually the sound files go away... so now what do .... Ok I shut them all of and the entire folder disappears. Is there anything I can do next? EDIT: OK I figured it out the sound files are starting from the BSA files but is there any way to make them so they aren't overwritten in load?? Link to comment Share on other sites More sharing options...
bben46 Posted February 17, 2009 Share Posted February 17, 2009 bsa files are always loaded before any esm or esp files, or the OMODs. I don't know of any way to change that. If you can extract the voices from the bsa and put them into a sound file, then embed that in an esp, that might work. Then load that esp after the one that is overwriting your bsa. So now your esp would be overwriting the esp that overwrote your voices. Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted February 18, 2009 Author Share Posted February 18, 2009 Yeah that's what I thought; I have made Omod archives of the sound and voice files and I thought about using these, not sure of how it would come out though. It would overwrite the original bsa files, but I have backups. I don't know how to extract the BSA files, but I think OBMM would be a more effective way of doing it. Link to comment Share on other sites More sharing options...
bben46 Posted February 18, 2009 Share Posted February 18, 2009 I think the way Oblivion loads is first the exe - the base game, then the bsa files, then the esm files then the esp files. OMOD is just another way (better than the default) of organizing (packaging) the esp files. In the default way, the meshes, textures etc are separated from the esp when you install the mod with no way of identifying which mesh belongs to which esp. OMOD tags each mesh, texture, etc and keeps them tied to their esp. So if you disable an OMOD, not only is its esp removed from the loading, but all of its associated files are too. So, if 2 mods each have a mesh with the same name, you can remove the right one and not both or the wrong one. A very simplified explanation. The actual .bsa files on your hard drive are not changed. The overwriting is done when you start the game. While you are impatiently staring at a load screen it's loading different parts of the game into a temporary file that Oblivion actually uses to run. Some of this temporary file is in your ram, some is in your swap file, some is on your hard drive. First it lays down the info from the bsa files. Then, starting with the first esp it comes to it adds to that info, if a piece of the new info modifies some part of one of the info from bsa that is already there, then it overwrites only that part. If another esp loaded later changes the same thing, it overwrites it again. Always leave the original bsa files in the data folder, as the game looks for them and if something in them is not replaced (overwritten) by a mod, then it will not be there when the game needs it. Causing a yellow block, a purple texture, a missing sound or voice. .bsa files are compressed (similar to zip) files in a proprietary format that the game recognizes. Some mods take advantage of this format, but not many. To work with the actual data in the bsa, you need to unpack it. There are several programs that do this. and you will only need to do it once, unless you erase the unpacked file for some reason. The program I used is called BSA commander. http://www.tesnexus.com/downloads/file.php?id=3311 It's not the newest, but like I said, you only need to unpack them once. And you can actually make your own bsa files.I do not recommend changing the actual vanilla bsa files as you may need those to fall back on at some point. Link to comment Share on other sites More sharing options...
Deleted269910User Posted February 18, 2009 Share Posted February 18, 2009 You can also complete this in OBMM, with the following steps; http://i36.photobucket.com/albums/e23/aa77/Random%20Pictures/openingBSAbrowser.jpghttp://i36.photobucket.com/albums/e23/aa77/Random%20Pictures/choosingtheBSAinthebrowser.jpghttp://i36.photobucket.com/albums/e23/aa77/Random%20Pictures/extractingthefilesinsidetheBSA.jpg Now for the last step, simply copy/paste the sound -folder inside the new folder you created, into your x:\xxx\Bethesda Softworks\Oblivion\Data\ -folder and overwrite what it prompts you to. On a special note; Mods can't overwrite the BSA files unless they have an BSA archive of their own, with the exact same name. The .esp files may point out to sound files that no longer exist, due to a mod install etc. but extracting these original ones out and copy/pasting them back, should correct that issue. The exception to that is when the problem causing mod, modifies even the name of the standard voice files or the folder names. In that case de-activation or making a custom modification countering the voice file location changes are the only solutions. Link to comment Share on other sites More sharing options...
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