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Bsa files and Bsa redirection help


milogrim

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So I'm trying to understand how redirection works and I've done alot of research on my own but I'm still havn troubles so here I am. My first question is in order for bsa redirection to work I must convert my mod folders (textures, sounds, objects) into bsa files right? And then do I go into the oblivion ini file and add that bsa file to the SArchivelist? If so how do I know the order to put these bsa's into if I have dozens? How does Archiveinvalidation Invalidated fit into this picture does it eliminate a step? Is there any way to screw up making a folder into a bsa file, or is OBMM pretty much fool proof. Do I need other tool besides OBMM?

 

I've read over the descriptions for the tools in OBMM and read over http://devnull.sweetdanger.net/archiveinvalidation.html, but I still dont understand it all. I hate to ask for someone to hold my hand threw this but if you will I promise Ill try to pay it back to community best I can.

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One use i understand for BSA redirection is when using texture replacers. It seems that Oblivion has trouble detecting new textures introduced by mods that are used to replace the stock textures inside the BSA files, especially if there are no new meshes included. That's where BSA redirection comes in to fix that bug.

 

Other workarounds for this are:

  • Archive (BSA) invalidation (oldest solution, not recommended anymore, very messy)
  • BSA Alteration (old solution, messy, rinse and repeat at every replacer mod installation)
  • BSA Extraction (exactly as it says, extracting your BSA files into your data folder)

BSA redirection is the latest and most effective solution found to fix the replacer bug so far. Just activate it once and you're set.

 

Methods to do BSA redirection (do either one of the following:)

  1. Download and use the ArchiveInvalidation Invalidated mod
  2. Use the OBMM method as in dev_akm's article.
  3. Use the Wrye Bash method. At the time the article was written, Wrye Bash did not yet offer BSA redirection but BSA alteration, but now it is really easy to do. This is the method I personally use.
     
    In Wrye Bash, go to the Installers tab. Right Click on any of the column headers (Packages, Order, and such). Then just toggle check on BSA Redirection near the bottom of the context menu that pops up. And you're all set!

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Ok but in order for bsa redirection to work I must convert all my mods from files and folders into bsa right? Once it is converted do I omit the textures and sounds, etc from the mod folder? Does the bsa file substitute them?

And is making a file or folder into a bsa as easy as it seems in obmm?

 

Then finally if I use archiveinvalidation invalidated do I need to add these bsa's manually in my oblivion.ini file, SArchivelist?

 

Sorry but Ive followed the steps you suggested before and I seem to be missing a concept, because Ive not had any success.

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You don't need to convert your mod files into BSA archives. I think dev_akm's article got you confused. It was quite comprehensive. Got my head ringing when I read through it the first time.

 

The only thing you need to do is do one of these and nothing more:

 

  1. Download and use the ArchiveInvalidation Invalidated mod (recommended if you're a bit uneasy tinkering with OBMM or Wrye Bash)
     
    or
     
  2. Use the OBMM method as in dev_akm's article. (convenient for OBMM users)
     
    or
     
  3. Use the Wrye Bash method (convenient for Wrye Bash users, like me). At the time the article was written, Wrye Bash did not yet offer BSA redirection but BSA alteration, but now it is really easy to do. This is the method I personally use.
     
    In Wrye Bash, go to the Installers tab. Right Click on any of the column headers (Packages, Order, and such). Then just toggle check on BSA Redirection near the bottom of the context menu that pops up. And you're all set!

 

then go on your way, happily modding. :biggrin:

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Well I have mixed emotions here I'm glad that its as easy as you stated, but at the same time frustrated as I've not had success. I use OBMM, Wyre Bash, and AchiveINvalidation Invalidated but have not had any success with these methods so far. So I'll throw so more question at you, and btw thanks so far for your patience.

 

So I follow the direction for installing ArchiveInvalidation Invalidated (self installer)and I check the ini.file and it changed script correctly, that it then? No need to use archive invalidation anymore disable it in wrye bash and in obmm? Do I have to reload all my mods prior to installing archive invalidation invalidate? Do I need to extract or import anything into BSA browser, like the texture\aiidummytexture.dds

 

The reason I ask is just that it seems my mods Facial textures, F-Nev skin retexture, natural faces, and better redguards wont work correctly at least not for long. As soon as I load into a new area or from resting they revert to vanilla face textures (note that the body texture, F-nev, remains). I've loaded many mods just wanting to experience them and Ive made plenty of mistakes along the way and am going to reload everything from scratch soon. I just want to figure out first what is going wrong here. It isnt critical to my game but man when I get all those mods to work even for a moment it looks really really awesome. I know you probably cant fix my problem as it might be an issue with an existing mod or my computer. I guess I just want to rule out that I havnt got archive invalidation process wrong.

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If you installed archiveinvalidation invalidated, you can disable BSA Redirection in Wrye Bash and OBMM as it is redundant. Or better yet, to be sure, disable BSA redirection first in OBMM and Wrye Bash, then install Archiveinvalidation invalidated. After that, you should have no problems with replacers. If you're still doubtful about it, you can try reinstalling your texture replacers. But it is also probable that the current set of problems you have may be caused by mod conflicts.

 

Mistakes are part of the experience and so is learning from them, what's important is to have fun along the way.

Don't hesitate to ask questions and gain useful knowledge from the collective experience of the gaming community.

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