Valashtowin Posted April 6, 2009 Author Share Posted April 6, 2009 Its so hard to explain my question and i still havent got the right answer... Hmm... Don't i need the orginal meshes etc. to be in a folder, All mods say this "Copy & Paste Into your Meshes folder, Textures etc." So dont i need everything to be in FOLDERS and not BSA? Link to comment Share on other sites More sharing options...
BossDweebe Posted April 6, 2009 Share Posted April 6, 2009 You have been told - "trust me on this", you should do that.She is quite correct in all she has offered.You have also been told. The original Meshes and textures arestill in the BSA files, and that the mods overwrite when the game loads Also trust this. Having said that I am not a believer in the easy way out. I do not copy and paste. I believe most problems people have comes from just whacking modsin without gaining a basic knowledge of the file structure. I prefer to open the mod and study it's file structure. Then go to the game folder and find the folders of the same name as are in the mod.This knowledge will help heaps when troubles arise - a be sure - they will,and soon you will be able to go quickly to whatever file you need. If there is a folder in the mod that is not already in the games foldersthat is O.K. your mods esp will direct the game to read from that folder.If there is a folder with the same name the mod may contain a new file(s) thatwill live in that folder. If there is already a file with the same name as the file in your mod then you can allow the mod file to replace it. My preferencehere, however, is to create a new folder which I call org and put the original file in this folder first until I am certain I like the mod. This way I can give the mod file the "A"and restore the vanilla file. Many mods are replacement mods. These will overwrite the original (if you don't make an org folder).If you do this and want to revert to vanilla then you can get a copy from the BSA file if you have opened the BSA's, but you have to know what you are looking for.I do not even know if you can add a file to the BSA, but it would be a real good way to totally stuff your game. Omods or not use OBMM. It has several other necessary functions. archive invalidation and load order to name two. And last, but not least, keep your mods zip files for future reference. Then you will know exactly what the mod has done, and where. Link to comment Share on other sites More sharing options...
bben46 Posted April 6, 2009 Share Posted April 6, 2009 The original vanilla textures and meshes are NEVER removed from the data folder. They do not need to be loaded again by any mods as they are always there and always available if needed. Any texture or mesh that is not overwritten when starting the game (not install) will still be used by the game. Mods do not remove or change the original vanilla textures and meshes in any way. I think you may be confusing installing with loading. When you first get a new mod, you install it to your hard drive so it will be available to the game. It is not placed in the game at this time. It is placed in a location where the game looks for certain types of files when it starts. (the Oblivion\data folder) When you start to play, you can enable, or activate mods by selecting (or unselecting ) them in the 'Data' from the menu before selecting 'PLAY' from the main menu. (or using OBMM which is much better than the game 'data' menu.) When you select 'Play' the loader starts. First it loads the bsa files (the original textures, meshes and other stuff). Then, it loads each mod (in the load order you select if you use OBMM) At this time, the meshes and textures from the mod overwrite the originals (not change just paint over them.)Then, it loads the game itself. Finally it displays the screen that allows you to start a new game, load a saved game, etc.That is what it is doing during that long wait while you sit impatiently waiting to play. The mods do not do anything to the original textures and meshes installed when you first installed the game. They are only loaded when you start to play. And are unloaded when you exit the game. It does this every time you start the game. Think of it like a painting, the original artist painted a picture (the original game with its meshes and textures) Then, another artist came in and painted over parts, changing the color of an object here (texture) and the shape of another there (mesh). And added in some new object as well. The original painting is still there under the new paint, and someone could come in and remove all or part of the top layer to reveal the original under it (remove mod) Let me know if this explanation works for you - if it doesn't, we will keep at it. As BossDweebe said, once you understand the mechanics, there are better ways to organize your mods than just dumping them into the data folder. If you are interested, I have a complete write up of how I recommend organizing them. Starting with using OBMM (Oblivion Mod Manager) which makes working with mods much easier. Link to comment Share on other sites More sharing options...
Valashtowin Posted April 6, 2009 Author Share Posted April 6, 2009 First it loads the bsa files (the original textures, meshes and other stuff). Then, it loads each mod (in the load order you select if you use OBMM) At this time, the meshes and textures from the mod overwrite the original EXACTLY WHAT I NEEDED! Thanks tons, What i needed to know is "Do i need the original files in folder form to install a mod or are the folders used instead?" I just didn't know how to word it, And could you possibly add me on msn? I need some help with mod compatibility etc. Edit: And i would love to have your tutorial/write up. Link to comment Share on other sites More sharing options...
bben46 Posted April 6, 2009 Share Posted April 6, 2009 Most of my tutorials are here: http://s1.zetaboards.com/TheStormRavenLibrary/forum/256092/All of them will be eventually. I just noticed that one is not there yet. as it is not complete yet. Here it is - unfinished as of now. But the major points are there. Any feedback is appreciated, especially that telling me what I'm doing wrong. If you only have one or two mods downloaded, it's easy to keep track. However, most people soon accumulate many mods, some as many as several hundred. Unless your memory is better than mine you will not remember what or where they are. So I recomend subdividing the Downloads folder. The simplest wat to keep track is to create a new folder in the Mod Downloads for each mod you download. Create a new folder inside the Mod Downloads, name it with the name of the new mod. In this case Bben test dagger.Now, move the new file - bben_test_dagger.zip into that folder. we will unzip it there. If you do not already have a program for unzipping programs, please go to the topic labled "File compression Basics" {insert link} to don't worry, there is a link back here from there. When you unzip the test dagger file you will see 3 new files, along with the original zip file in your new folder. They should be It has 3 files in the zip, the esp file, a readme.txt file and a picture showing the location in the game. bben_test_dagger.esp - This is the actual mod. unlike many mods, this file called an esp for short is the only thing we need.readme.txt - this is a read me that may comtain extra information - It's a good idea to read these if they are included.bben_test_dagger.jpg - this is a picture showing the location of the dagger in the game The simplest way to get this into your game is to copy (don't move it) into your Oblivion\data folder. Then when you start Oblivion, instead of clicking on 'Play' click on 'Data' Pic of screen you will see the bben_test_dagger.esp in the list - if this is your firet mod, it will be the only one there. The block to the left if to activate the mod. click on it and you will get a x there. Now exit the 'Data' and play. Go to the place where the dagger is supposed to be in the market sector and check to be sure it is there. If it is, you did it right. if not, check back over these instructions. Also, see special instructions for using Mods with Vista. Next, we will go into how to install a mod with more than a simple .esp such as textures, meshes and sounds. Link to comment Share on other sites More sharing options...
Valashtowin Posted April 6, 2009 Author Share Posted April 6, 2009 I installed these mods, And it causes the "No Eyeballs" Problem. Female EyeCandy Body Replacer NUDEHG EyeCandy BodyRoberts Male Body V4Beautiful people I don't get it though, Because it says there all compatible... Link to comment Share on other sites More sharing options...
bben46 Posted April 7, 2009 Share Posted April 7, 2009 All compatable, but with what? each other? or with vanilla Oblivion? Most eye problems are related to having too many 'beauty' type mods installed. Each one wants to control how the eyes look and you get something strange. black eyes, no eyes, googly eyes, strange color etc. Look for mods such as 'beautiful people' and any custom race mod. disable all of them and see if you get the vanilla eyes back. Then reinstall the mods one at a time until you find the one that is causing the problem. Link to comment Share on other sites More sharing options...
Valashtowin Posted April 7, 2009 Author Share Posted April 7, 2009 But for some races you need them all, i personally like the HGEC Mods and stuff but HGEC Requires so many beauty mods. Link to comment Share on other sites More sharing options...
dezdimona Posted April 7, 2009 Share Posted April 7, 2009 get rid of beautiful people it causes many eye problems when used with other cosmetic mods Link to comment Share on other sites More sharing options...
BossDweebe Posted April 7, 2009 Share Posted April 7, 2009 If you only have one or two mods downloaded, it's easy to keep track. However, most people soon accumulate many mods, some as many as several hundred. Unless your memory is better than mine you will not remember what or where they are. Better watch out there old timer. Tomorrow, who knows, you may not be able to find your way back to Skingrad from Kavatch. :banana: Link to comment Share on other sites More sharing options...
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