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Problem of paths to mesches/nifs


proutos

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Hi, well i have a problem to find original meshes on my disk.

 

First time i added mods i over-writed the original DATA. Everything works fine, i don't have yellow shits in the game. But i can't find the files on my disk anymore, and use them with TESCS.

 

Is there a way to retrieve them, or must i reinstall the game ?

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Hi, well i have a problem to find original mesches on my disk.

 

First time i added mods i over-writed the original DATA. Everything works fine, i don't have yellow shits in the game. But i can't find the files on my disk anymore, and use them with TESCS.

 

Is there a way to retrieve them, or must i reinstall the game ?

 

The original meshes are still there. They are in a file called Oblivion - Meshes.BSA.

 

The mod didn't remove them. The game uses the new ones instead of the default meshes. When you use the CS the original meshes will be available for use.

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Allright, thanks. I found the Oblivion - Meshes.bsa.

 

But how could i use it with TESCS ? I don't see it with the Add NIF File function ?

 

EDIT : Ok, i've extracted the file with the Commander. Here they come again.

 

Many thanks, anyway.

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What are you trying to make in the CS?

 

You usually only need to use the Add NIF function when you're using custom meshes. Otherwise it's already using the ones from the BSA.

 

If you have clicked the Add NIF button, you'll get a window to select the NIF as you already found.

 

The meshes from the BSA won't show up if you do that because by clicking that button, you've tried to select a NIF that's not in the BSA. eg a custom one.

 

If you exit from the object's window by clicking Cancel, not OK, you'll get the correct file reference back, unless you've saved the esp and have no backup of it.

 

If you have OBMM (Oblivion Mod Manager) you can unpack the BSA and get the files from there. Double click the BSA and select a folder to extract the files into. Doing it this way means you'll have to supply the mesh with the mod if you plan to release it because it will have a different path than the default files.

 

That's not a good idea though. It would be better to create a new object and delete the other one if you have already saved. You would get an error next time you load the CS if there's no NIF selected.

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My goal is to set another vanilla meshe (not custom) to an object/activator.

 

Example : Altar Of Enchanting with skullonastick01.nif.

 

As my DATA was rewrited, i wasn't able to select the .nif because it disapeared.

But now that i extracted the .bsa into DATA with the Commander, the original files are back there, and i can select them with CS. I have done the Altar with the skullonastick look. Problem solved !

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