Valashtowin Posted April 5, 2009 Share Posted April 5, 2009 Okay, I don't know how to explain it except for this... 1.I know how to install mods for Morrowind, Fallout 3 etc. But Oblivion i don't understand how because everything is in BSA Format and i don't know what that is or how to put mod files into them, Do i have to unpack it into a folder then put the meshes/textures into it? Can somebody help me please i have no clue what i'm doing. 2.My friend's NPC's that are vanilla have no eye balls, know how to fix it? And he doesn't know how he got the BSA's into folders. Link to comment Share on other sites More sharing options...
dezdimona Posted April 5, 2009 Share Posted April 5, 2009 Okay, I don't know how to explain it except for this... 1.I know how to install mods for Morrowind, Fallout 3 etc. But Oblivion i don't understand how because everything is in BSA Format and i don't know what that is or how to put mod files into them, Do i have to unpack it into a folder then put the meshes/textures into it? Can somebody help me please i have no clue what i'm doing. 2.My friend's NPC's that are vanilla have no eye balls, know how to fix it? And he doesn't know how he got the BSA's into folders. use this utility,it auto installs for you :http://www.tesnexus.com/downloads/file.php?id=2097 OBMMhttp://timeslip.chorrol.com/obmm_download.html 2nd, black eyes come from using to many cosmetic mods and or custom races with their own eyes. try uninstalling beautiful people if you use it,other wise uninstall all of them and reinstall one at a time till you find the one causeing the problems Link to comment Share on other sites More sharing options...
Valashtowin Posted April 5, 2009 Author Share Posted April 5, 2009 I already know about OBMM, But most of the mods that i want are not OMOD So how do i do install them if they are not OMOD? Link to comment Share on other sites More sharing options...
dezdimona Posted April 5, 2009 Share Posted April 5, 2009 ok,click create omod,add the mod name and author where indicated.then click add archive,the mod will then be broken down automatically.When its ready you'll see some writing in the big box under file pathThen click create omod,answer yes and omod will be created.you'll get a green square in your mod list,click on it and then click activate!all done! mod is now active Link to comment Share on other sites More sharing options...
Valashtowin Posted April 5, 2009 Author Share Posted April 5, 2009 Wont that make an empty Meshes and Textures folder? But i will give you Kudos anyways, Also how does it know where to put it if the BSA's have different names then the folders... Edit:So there is no way to have a Meshes, Textures, Sounds etc. Folder that will take over the BSA? Link to comment Share on other sites More sharing options...
dezdimona Posted April 5, 2009 Share Posted April 5, 2009 Wont that make an empty Meshes and Textures folder? But i will give you Kudos anyways, Also how does it know where to put it if the BSA's have different names then the folders... Edit:So there is no way to have a Meshes, Textures, Sounds etc. Folder that will take over the BSA?don't unzip the mod,follow the above steps all the meshes and textures and the esp etc will end up in their proper places...trust me on this one! :biggrin: Link to comment Share on other sites More sharing options...
Valashtowin Posted April 6, 2009 Author Share Posted April 6, 2009 Can you PM me your MSN if you don't mind helping me out? lawl. Link to comment Share on other sites More sharing options...
bben46 Posted April 6, 2009 Share Posted April 6, 2009 Don't worry about the bsa files. When an installed mod is loaded (when you start the game), it overwrites anything it needs to in the bsa files. If you think OMODS are too complicated, just unzip the mod into your data folder. It should place any esp in the data folder and any textures and meshes in the proper folders. That works for most mods, but not all. By doing this, you lose some of the benefits of OMODS, such as being able to completely uninstall a mod with a single click. However, everything else in OBMM still works, you can still enable, disable esps, change load order and work with the utilities. Link to comment Share on other sites More sharing options...
Valashtowin Posted April 6, 2009 Author Share Posted April 6, 2009 That is what i needed, Thanks. So i don't need the original Textures & Meshes to copy the contents of a mod into the data folder? Link to comment Share on other sites More sharing options...
bben46 Posted April 6, 2009 Share Posted April 6, 2009 No, the vanilla meshes and textures in the bsa files will not be changed at all. The mod only overwrites those that are changed by the mod when loading the game. Any texture or mesh that is not overwritten by the mod will still be there. When you exit, the game it is all removed from memory and the bsa files on the hard disk are left unchanged and ready to be overwritten by the mods next time you start the game. Link to comment Share on other sites More sharing options...
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