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Deleting the Oblivion Meshes .bsa file


Osprey88

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I'm doing a project that replaces an enormous amount of oblivion meshes. However, it would be more convenient for me if I extracted the entire meshes .bsa into my data folder and then just deleted the .bsa. This way, instead of it displaying the normal vanilla mesh when I screw up and the new edited mesh doesn't show up, it'll display that large exclamatory square and I'll know right away to go fix it.

 

Somehow I don't think this is possible, but it'd be very convenient if I could do this.

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I'm doing a project that replaces an enormous amount of oblivion meshes. However, it would be more convenient for me if I extracted the entire meshes .bsa into my data folder and then just deleted the .bsa. This way, instead of it displaying the normal vanilla mesh when I screw up and the new edited mesh doesn't show up, it'll display that large exclamatory square and I'll know right away to go fix it.

 

Somehow I don't think this is possible, but it'd be very convenient if I could do this.

type bsa into the search function on the main site!

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I'm doing a project that replaces an enormous amount of oblivion meshes. However, it would be more convenient for me if I extracted the entire meshes .bsa into my data folder and then just deleted the .bsa. This way, instead of it displaying the normal vanilla mesh when I screw up and the new edited mesh doesn't show up, it'll display that large exclamatory square and I'll know right away to go fix it.

 

Somehow I don't think this is possible, but it'd be very convenient if I could do this.

Not suggested, and not necessary. Once a game has been saved using a replacement mesh, the game will always be looking in the data folder for that mesh. I would also suspect that your project makes changes to meshes which should be obvious enough to you which version is being used.

 

The important thing with bsa archives, other than keeping everything clean and contained is that files which are accessed from them tend to require fewer system resources when loading/unloading. While this improvement is small, it can add up rather quickly.

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I can get very obsessive with small details, so while most things (it's a full equipment replacement project) are completely new, there are some things, like the guard cuirass for instance, that I didn't really feel like texturing due to their uniqueness (that being having to texture every city's emblem). So to keep it up to par with my high poly replacements, I just ran a subsurf modifier on the vanilla mesh and cleaned it up a little bit.

 

The situations I'm talking about where it would be helpful to see the yellow square rather than the vanilla mesh mostly has to do with my work on the vanilla shields. I ran subsurfing on every handle to the shields (one would wonder why this is necessary, but like I said, small details are important to me). Making sure that I didn't make a typo in the directories and the high-poly handles are being displayed requires me to go to every individual shield and analyze their handles.

 

While such a thing is certainly possible and somewhat easy via the testinghall, it would just be more convenient to have something that's very blatant about telling me that it's not displaying my mesh.

 

I wasn't aware that more resources were required to look up things via directories rather than a .bsa, so it sounds like I should just spend a couple of hours in the testinghall.

 

Thanks for your help once again.

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One way to test your own meshes/textures is always to make your own items (with non-vanilla paths), because there is no risk of "overlapping". That way the vanilla meshes will not even be considered by Oblivion. Sure, it's tedious, but you only have to do it once, and you can be sure it will work. That way there's not even a need to compare the meshes. You know it's yours, and it will not be overwritten or anything.

 

Another way: Just take one shield (can be the crappiest mesh ever, e.g. with a pink texture) and copy it into every appropriate vanilla path/folder. Every vanilla shield in the game will be exchanged by it. Quite an indicator, I think.

 

If that's not what you meant, I'm sorry and there's a misunderstanding (english's my second language).

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