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Which mod(s) should I use to make the environment like in...


illonhil

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There aren't that many active people still around this part of the forums anymore. Expecting a reply from someone who knows the answer after only a day is illusive.

Even I am out of the business for far too long now for me to recognize any of the textures seen in your screenshot there. I could go searching for them from the mods hosted here, if I had the free time to actually do so, but even then it'd take quite a while for me to find anything.

 

Your best bet for this kind of questions is always the Mod Detectives topic of the respective game you're searching for. But even there it may take some time for someone who knows the answer to come around. This isn't the Skyrim forums after all.

 

Though coming back to your respective search, maybe you'll already find something useful over at the Elder Scrolls Texture Guide.

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Well, in that case QTP3 will already be all that's needed to achieve the same results as in the screenshot.

 

If for some reason after installing it the textures in your game didn't change, then you'll need to take care of your "Archive Invalidation" measures done right.

This is a "replacer"-type mod, as in providing external loose file resources to be used in place of internal BSA file resources, and in order to make the game do that Archive Invalidation is inevitable.

For meshes and other resources it'll only be needed when using "Steam" Oblivion, but for textures it's necessary with "all" distributions.

 

The only sanely advisable approach to Archive Invalidation nowadays is called "BSA Redirection" and can be achieved through either the Oblivion Mod Manager's (OBMM) Utilities for Archive Invalidation and sticking to the default settings (BSA Redirection doesn't have any options), Wrye Bash's Replacer tab and doing the same, the Nexus Mod Manager (NMM) has a similar utility as far as I know, or simply installing the stand-alone solution "ArchiveInvalidationInvalidated!", as they all do the same.

 

Do 'not' follow outdated advice in older mods' readmes or instructions and use any other approach than BSA Redirection. For one all those will have to be done over and over again whenever something changes, unlike BSA Redirection which is only done once, and for two they either have the potential to mess up your game's BSA archives beyond repair (BSA Alteration) or simply never worked reliably to begin with (any "Archive Invalidation.txt"-file based approach).

 

Keep in mind when using Steam Oblivion there's also some additional steps necessary in order to get replacement files used by the game, as Steam's BSA archive file dates are far more recent than any replacement files can ever be, and in Oblivion file date trumps everything, Archive Invalidation in place or not. They need to be reset to something more valid either by a file redate tool or simply by clicking "Reset BSA timestamps" in OBMM's Archive Invalidation Utilities once before applying BSA Redirection.

 

Another hurdle with getting mod files installed into a folder where the game can find them when on Vista or Win 7/8 and the game being installed at the default location, somewhere inside "program files", is the infamous User Account Control (UAC). This will make it so the files will never go into the actual data folder but instead end up inside a VirtualStore folder inside your User folders, where the game can never find them, while even the Windows Explorer will lie to you insisting on them actually being where you put them when they clearly are not. Installation/Move of the game outside of Windows' grasp is mandatory in this case.

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