tfuzo Posted June 19, 2009 Share Posted June 19, 2009 :wallbash: I really could use some help... i´m tired of re-installing the game and mods and i always get some textures missing or meshes missing....I use "formID finder" now for the meshes, and is there anything for textures?? The first notice i have is when i start a new game and when the blades enter the cell they all are invisible like. Please help... Link to comment Share on other sites More sharing options...
BossDweebe Posted June 19, 2009 Share Posted June 19, 2009 No need to reinstall the game all the time, just be more carefulwith your mod installation. Only install one mod at a time and play testit before adding more. READ THE READ ME that comes with the mod.Read some other install guides as well as what is below (general mod talk page - pinned)It is not all that difficult. There may be lots of folders, but the system is quite simple.Save this and other guides to word pad so you can read while you install.Unzip the mod into a folder of your own - call it what you like. Open the mod in a window next to a window with your game folder open. Open the Data folder. (drive and folder your game is installed to) \Oblivion\Data\ - from here you will find sub folders. Among them you will find Meshes and Textures. If these folders have not been created already then you can copy the equivalent folder from the mod to this location. Then you will have Oblivion\Data\Meshes - and Textures (and maybe more). If this is the case you may only need to add the esp and activate it for the mod to be installed. Continue clicking through the folders in the mod and the corresponding folders in the game, and after a short while you will see the relationship between the two. If you have an existing Meshes folder there may already be sub folders called - Architecture - or Characters - or Armor, or Clothes - etc. (The same applies with textures and other folders) Your mod will have a similar file structure to the game, however it may contain folders that are new. These sub folders may use the name of the mod, or a simple identifier that the modder uses. Eg. - Throttle Kitty uses TK. If your mod has a folder of this type the you copy that whole folder into the game. Then you have Data\Meshes\Weapons\TK - or something similar. If the mod does not have it's own folders then you will eventually find files in the last folder. These files go in the corresponding folder in the game. Or as stated above - If there is no folder in the game that corresponds with the folder in the mod you just copy that new folder into position. For example: If you are doing an armor mod you may find a folder in the mod - Data\Textures\Ebony If your game has no ebony folder then the folder from the mod goes here. If the mod is an Ebony Armor replacer texture and your game already has an ebony folder then the texture will go in this folder. (NOTE: texture replacers do not require an esp) You will then have Data\Textures\Armor\Ebony\gauntlet.dds (and _n.dds). There may also be a sub folder for male and female - m or f - If this is the case and the mod is for female then the gauntlet.dds and _n.dds files go there. If the mod replaces the whole armor it will also have a mesh file. Do the same with this and any other folders/file in the mod. The main reason for packaging the mod with the whole folder tree is to make it "easy" to install. "Just drag and drop to your Oblivion Data folder". On the surface this is the easy way, but it leads to people getting their mods installed incorrectly on a daily basis. I don't know why folders miss their target with that method, but they do. A manual installation takes a couple of extra minutes, but then when something does go wrong it is way easier to trouble shoot, as you know what the mod is composed of. Finally - Use OBMM (or Wrye Bash or whatever else may be availabel) for activating the mod, archive invalidation, and sorting your load order. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.