Ninnia Posted August 10, 2009 Share Posted August 10, 2009 i don't know how to explain this more than to say that my texture "folder" is being read as a compressed .bsa file and my meshes are just plain .bsa files... therefore files that require me to import textures and meshes don't work entirely... some mods appear to work like xcoms tank tops work but even then when the t tops are on npcs their arms are missing but the shirt is there... can anyone help me out here? Link to comment Share on other sites More sharing options...
JCP768 Posted August 10, 2009 Share Posted August 10, 2009 http://cs.elderscrolls.com/constwiki/index.php/BSA_Files If the mod isn't a BSA you just extract everything to the data folder. the modshould already have everything in place. For instances say the mod adds... a fish tank when you extract it to the data folder everything should go where it should go; creating folders like: E:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\fishtankandE:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\Fishtank Link to comment Share on other sites More sharing options...
buddah Posted August 10, 2009 Share Posted August 10, 2009 i don't know how to explain this more than to say that my texture "folder" is being read as a compressed .bsa file and my meshes are just plain .bsa files... therefore files that require me to import textures and meshes don't work entirely... some mods appear to work like xcoms tank tops work but even then when the t tops are on npcs their arms are missing but the shirt is there... can anyone help me out here? What form of Archive invalidation are you using? Link to comment Share on other sites More sharing options...
nosisab Posted August 12, 2009 Share Posted August 12, 2009 i don't know how to explain this more than to say that my texture "folder" is being read as a compressed .bsa file and my meshes are just plain .bsa files... therefore files that require me to import textures and meshes don't work entirely... some mods appear to work like xcoms tank tops work but even then when the t tops are on npcs their arms are missing but the shirt is there... can anyone help me out here? What form of Archive invalidation are you using? archive invalidation?????? Nani???????? my problem is as shown belowArchive invalidation... this name is misleading... it just forces the engine to seek the new installed files (invalidates those in the BSA, for example, if the news are inside the /data structure... or force the use of the newer BSA on the block... and so on). It is a function you find in the utilities button in OBMM (a much better way than keeping a txt file with the names of archives to be invalidate, in the Oblivion.ini) PS: The question from Buddah proceeds since, sometimes, simply making an 'archive invalidation' is enough (and sometimes NEEDED) so the game will use the newest files. And the symptoms are indeed those of invisible meshes and textures... PS2: a see now what is your doubt... BSAs are indeed compressed files themselves, among other things and mainly, folder's structures with all the files are kept in it. Actually your meshes should be .NIF files, never a BSA, what happens is the already said... they may be inside BSA. Link to comment Share on other sites More sharing options...
bben46 Posted August 12, 2009 Share Posted August 12, 2009 The bsa files are Bethesda's propriatary compressed format. All of the vanilla game meshes textures and other files are in there. They are supposed to be there. They should not be modified in any way by any mods or removed. The mods install their meshes, textures etc in the data folder in subcolders named Meshes, textures etc. Normally, if you are using a unzipping program such as FREE 7-zip it will automatically create these subfolders when they are needed at the time the mod is extracted into the data folder. And subsequent mods will use them also. Or, you can create them yourself and manually move the meshes and textures into them. Each time you start the game, it loads the bsa files first. then the mods based on their load order. Link to comment Share on other sites More sharing options...
Ninnia Posted August 12, 2009 Author Share Posted August 12, 2009 The bsa files are Bethesda's propriatary compressed format. All of the vanilla game meshes textures and other files are in there. They are supposed to be there. They should not be modified in any way by any mods or removed. The mods install their meshes, textures etc in the data folder in subcolders named Meshes, textures etc. Normally, if you are using a unzipping program such as FREE 7-zip it will automatically create these subfolders when they are needed at the time the mod is extracted into the data folder. And subsequent mods will use them also. Or, you can create them yourself and manually move the meshes and textures into them. Each time you start the game, it loads the bsa files first. then the mods based on their load order. so what do i do? Link to comment Share on other sites More sharing options...
Ninnia Posted August 14, 2009 Author Share Posted August 14, 2009 so does all that mean that my .bsa files do not interfere with the texture and meshes folders????.... when i use teh tank top mod peoples loose their arms... and i don't wanna remove peoples arms Link to comment Share on other sites More sharing options...
bben46 Posted August 14, 2009 Share Posted August 14, 2009 The bsa files have all of the original game stuff (vanilla) in them. Mods do not make changes to the BSAs. They change things AFTER they are loaded each time you start the game. The original BSAs on your disk are not changed by this. Your problem is from a mod - Not the BSAs. Most likely you do not have the proper body mod installed that the tank top mod needs. Check the readme that comes with the mod to see what it requires. If the tank top was made for a particular body, it may need the arms from that body (and of course, the arms only come with the rest of the body) If you can show your load order and let us know what the mod is maybe we can give more detailed help. Link to comment Share on other sites More sharing options...
Ninnia Posted August 15, 2009 Author Share Posted August 15, 2009 The bsa files have all of the original game stuff (vanilla) in them. Mods do not make changes to the BSAs. They change things AFTER they are loaded each time you start the game. The original BSAs on your disk are not changed by this. Your problem is from a mod - Not the BSAs. Most likely you do not have the proper body mod installed that the tank top mod needs. Check the readme that comes with the mod to see what it requires. If the tank top was made for a particular body, it may need the arms from that body (and of course, the arms only come with the rest of the body) If you can show your load order and let us know what the mod is maybe we can give more detailed help. how do i get my load order?... i don't use obmm or anything of that matter cause for some reason it ain't working... (its not picking up teh mods i have saved)... Link to comment Share on other sites More sharing options...
bben46 Posted August 15, 2009 Share Posted August 15, 2009 The only way to get the actual load order is to use a utility program. The ones that work with load order are OBMM, BOSS and Wrye Bash.BOSS will change the load order automatically. Wrye Bash is more difficult to use. most people use OBMM because it is simple and works very well. If you cannot get it to work, read the read me and install instructions. OBMM, BOSS and Wrye Bash will only read those mods that are installed properly in the data folder. If your mod is not already in esp format it will not show up on any of these. NONE of these utility programs is running while you play the game. they all exit before starting. They work outside of the game by reordering a file used by the game to install the mods when you start playing each time. They do not affect game play at all, however, a poor load order can cause problems. Note that many mods, the patches and OBSE will not work with the downloaded version from D2D, or most pirate versions. Link to comment Share on other sites More sharing options...
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