HeyYou Posted August 30 Share Posted August 30 Isn't Archive invalidation just a couple lines in the ini file???? That's the method I have used on every moddable beth game. Link to comment Share on other sites More sharing options...
vortexposer Posted August 30 Share Posted August 30 (edited) That's technically BSA Redirection (which every manager since wrye bash use) vs ArchiveInvalidation.txt bs (vs bethesda launcher). The ini edit to sArchiveList= are only half their workaround. Its corresponding .bsa needs to be in Data as well (even mo2 does this). Found this super old reference for Oblivion's Archive Invalidation: devnull.devakm - ArchiveInvalidation Edited August 30 by vortexposer 1 Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted August 30 Share Posted August 30 Well, mod managers are indeed completely irrelevant to this discussion, as is the Oblivion Laucher. Neither is necessary to run Oblivion with mods. I use the simplest possible setup like this: Date all plugins in the order of loading. Create "plugins.txt" file with a list of plugins to load. Double-click Oblivion.exe or obse_loader.exe to start Oblivion. No mod manager in sight. Nothing modifies Oblivion.ini. No archive invalidation tools upplied, no archive invalidation txt file loaded, nothing. And yet, with GOG Oblivion loose files always take precedence over BSAs, without fail. If it isn't fixed in the engine, then I sure have a friendly Dark Seducer poking my Oblivion.exe to behave itself. Cheese for everyone! 1 Link to comment Share on other sites More sharing options...
vortexposer Posted August 30 Share Posted August 30 (edited) Yeah, Oblivion didn't have "Load Loose Files" in launcher. Wasn't added until Fallout 3. And as that old ref mentions... a lot of texture loose files (no plugins) don't need anything other than be present in the correct structure to load. But I also suspect is very dependent on what type of mods peoples are trying/failing to force load as an override. Another old ref: Oblivion Mods FAQ - The Elder Scrolls Construction Set Wiki (archive.org) Edited August 30 by vortexposer 1 Link to comment Share on other sites More sharing options...
vortexposer Posted August 30 Share Posted August 30 (edited) 46 minutes ago, LenaWolfBravil said: Well, mod managers are indeed completely irrelevant to this discussion, as is the Oblivion Laucher. Neither is necessary to run Oblivion with mods. I use the simplest possible setup like this: Date all plugins in the order of loading. Create "plugins.txt" file with a list of plugins to load. Double-click Oblivion.exe or obse_loader.exe to start Oblivion. No mod manager in sight. Nothing modifies Oblivion.ini. No archive invalidation tools upplied, no archive invalidation txt file loaded, nothing. And yet, with GOG Oblivion loose files always take precedence over BSAs, without fail. If it isn't fixed in the engine, then I sure have a friendly Dark Seducer poking my Oblivion.exe to behave itself. Cheese for everyone! You're using SkyBSA so of course you don't need BSA Redirection or ArchiveInvalidation.txt We got derailed bc of differences between how Oblivion to Fallout 3/NV originally dealt with loading specific loose files and possibly why Fallout 3/NV don't need SkyBSA function. JIP LN already does enough wacky stuff - like using .overrides for loading .bsa after another. Edited August 30 by vortexposer Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted August 30 Share Posted August 30 1 hour ago, vortexposer said: You're using SkyBSA so of course you don't need BSA Redirection or ArchiveInvalidation.txt SkyBSA is an OBSE plugin. I am not using SkyBSA when I start Oblivion without OBSE. I never said I was using SkyBSA, actually. I often do not, even with OBSE. I have issues with that plugin. Link to comment Share on other sites More sharing options...
JimboUK Posted August 30 Share Posted August 30 19 hours ago, vortexposer said: Sorry, forgot I wasn't in Vortex Support forums (and haven't tried to quote yet). I realize SkyBSA is something worth considering to side-step invalidation but just wanted to clarify how manager typically apply it - which is no different than the external tool you linked, in that it adds its own invalidation.bsa and injects the same edits to a user's fallout.ini doc file. It not working can only be that its missing .bsa or their ini tweak. However, besides the other older, out-of-date invalidation.txt methods - what you're describing as a bug where one needs to reapply archive invalidation, was how original launcher is intended to handle this. I.e. Every time user adds new loose files, the option to select "Load Loose Files" needs to be selected in Launcher Data tab in order for those new files to be added to internal invalidation.txt. Once added, the user doesn't need to re-check "Load Loose FIles" box in Launcher - unless they added more or altered existing loose file for it to "invalidate". I know this is off topic but anyone reading this who's planning on playing New Vegas for the first time should use a third party manager and not go anywhere near the data files tab, it barely functions and will lead to your game being a broken mess, and you don't need it for the DLC which the game force loads anyway. 1 Link to comment Share on other sites More sharing options...
vortexposer Posted August 30 Share Posted August 30 (edited) I was explaining how launcher handles loading loose files, since basic concept of BSA Redirection/ArchiveInvalidation.txt is so misunderstood - not enabling plugins (which Obsidian broke by forcing 0kb NVDLCLIst.txt in AppData to bypass) and was not in any way an endorsement to use that method over BSA Redirection. Edited August 30 by vortexposer Link to comment Share on other sites More sharing options...
JimboUK Posted August 30 Share Posted August 30 13 minutes ago, vortexposer said: I was explaining how launcher handles loading loose files since basic concept of BSA Redirection/ArchiveInvalidation.txt is so misunderstood and was not in any way an endorsement to use that method. I'm well aware of that, I posted because I didn't want anyone new to the game reading that and ending up with a mess on their hands. Link to comment Share on other sites More sharing options...
vortexposer Posted August 30 Share Posted August 30 (edited) That's fair. So I guess what you're essentially saying is that you have no loose files that need to be invalidated - which is completely plausible. Ug. That was supposed to be a quote to response to not actually needing SkyBSA. Edited August 30 by vortexposer Link to comment Share on other sites More sharing options...
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