ClockworkEnd Posted May 4, 2010 Author Share Posted May 4, 2010 I turned of UAC but it's still not working. Maybe Oblivion just hates me. I've done everything! Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 4, 2010 Share Posted May 4, 2010 Fortunately and unfortunately, I am no longer a "noobie", so I might be overlooking something very simple in the instructions I have given to you. However, if you go the OBMM route, I am very familiar with that. If you have any questions at all about the instructions I linked earlier, I can walk you through any step of the process. I have the file in a folder on my desktop for reference. (I do not have Oblivion at the moment, but I have installed enough OMODs for this.) Link to comment Share on other sites More sharing options...
ClockworkEnd Posted May 4, 2010 Author Share Posted May 4, 2010 Alright here's whats going on now. I'm redownloading Oblivion. I have the Game of the Year Edition which includes all the DLC. I'm downloading it from Steam. I dont have any of the Oblivion Mod's set up yet. What should I do first? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 4, 2010 Share Posted May 4, 2010 Suggested reading (order): Intro to Modded OblivionPreparing for Mods <-- Install OBMM, 7-zip (if you do not have it), BOSS, OBSE (and any plugins that sound interesting to you) and BOMMInstalling Mods <-- pay close attention to the OMOD, OMOD-ready and packaging differences partOblivion Mod Manager <-- OBMMOMOD InstallationExample Conversions to OMODs <-- for Robert v5 instructionsDownloading Mods <-- pay close attention to the OMOD, OMOD-ready and packaging differences partFinishing the Installation <-- skip the Wrye Bash and bashed patch partsLoad OrderingFirst Run Guide <-- skip the Wrye Bash partsRunning Oblivion <-- general tips Edit: I suggest only installing Robert's mod for now. Once you get that installed, you should install the mods labeled "required" (the UOPs, etc.) Do not forget the BSA Redirection setting step when you configure OBMM. Link to comment Share on other sites More sharing options...
ClockworkEnd Posted May 4, 2010 Author Share Posted May 4, 2010 For stuff that needs to be unzipped will useing jZip be alright? I mean it is basically the same thing as WinRar and 7Zip Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 4, 2010 Share Posted May 4, 2010 For stuff that needs to be unzipped will useing jZip be alright? I mean it is basically the same thing as WinRar and 7ZipIf it can unzip 7zip and RAR files, yes. I reference 7-zip's functions in many steps, but if you know how to use that decompressor, you should be fine. Link to comment Share on other sites More sharing options...
barcibus Posted May 8, 2010 Share Posted May 8, 2010 I unzipped Roberts Male Body Replace V5 and placed all the necassary SLAth Nude Files into my Data on Oblivion (foot, hand, lowerbody, upperbody) but for some strange reason the replacments aren't showing up. The Readme isn't very detailed on what I'm supposed to do so could someone please help me?Assuming you put every file into the right place, then this is an archive invalidation problem; the same thing happened with me. The problem is that there's a bug in the game that makes it so sometimes it won't use replacement meshes/textures found in the data folder, and instead uses the default ones found in the original .bsa files. To fix it, you need to do one of two things: 1) create an "ArchiveInvalidation.txt" file in your oblivion folder (1 step up from the Data folder), OR use OBMM to do archive alteration. The simplest step is the first so just create a text file in your oblivion folder, name it "ArchiveInvalidation.txt" (without quotes). Open it and paste the following text: meshes/characters/_male/upperbody.nifmeshes/characters/_male/lowerbody.nifmeshes/characters/_male/hand.nifmeshes/characters/_male/foot.nifmeshes/clothes/lowerclass/05/m/shoes.nifmeshes/clothes/lowerclass/08/m/shoes.niftextures/characters/argonian/male/footmale.ddstextures/characters/darkelf/male/footmale.ddstextures/characters/dremora/male/footmale.ddstextures/characters/imperial/male/footmale.ddstextures/characters/imperial/male/groinmale.ddstextures/characters/orc/male/footmale.ddstextures/characters/darkelf/headdarkelf.ddstextures/characters/imperial/headhuman.dds Save it, go into the game and check to see if your character is fully nude (when you remove clothing of course). For a better solution, I suggest the OBMM method since it will work for any mod you use down the line. It doesn't matter if you install mods manually or with OMODs... OBMM can handle it for you. What it does is edit the .bsa files so the game can't find the older default meshes/textures, so it is forced to use the new ones in the data folder. -You may want to back up the original game .bsa files in your data folder. OBMM will edit these and even though it can undo the edits, it is better to be safe than sorry.-Delete the ArchiveInvalidation.txt you created (Oblivion folder, 1 up from the Data folder)-Open OBMM, click on the Utilities button on the right.-Select the "Archive Invalidation" option and a small window pops up.-Check the "BSA Alteration" option at the top (under Mode)-Check Textures and Meshes under the "File types to include", check any other types off.-Make sure "Generate archiveinvalidation entries on hash collision" is checked under "Other options"-Click the "Update now" button. That's it, you can close the pop up window (X at top right corner), however first you may want to check the "Autoupdate on exit" option so that OBMM runs this every time it shuts down, otherwise you will have to use the "Update now" button every time you add a mod that swaps meshes or textures (mods that add new textures/meshes instead of replacing won't have a problem). The earlier Robert's Male Body uploads included the ArchiveInvalidation.txt (you can find it in version 3 for example), and that file would work even after updating to v4 and v5, so maybe some folks have been upgrading all this time and never had the problem. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 8, 2010 Share Posted May 8, 2010 Just use BSA Redirection. Set "BSA Redirection" in OBMM. You do not need to go through all of those convoluted steps. That was pre the later versions of OBMM, and that is no longer a problem for this user. Link to comment Share on other sites More sharing options...
barcibus Posted May 8, 2010 Share Posted May 8, 2010 Just use BSA Redirection. Set "BSA Redirection" in OBMM. You do not need to go through all of those convoluted steps. That was pre the later versions of OBMM, and that is no longer a problem for this user.BSA redirection doesn't always work... for example in this case it doesn't work. Redirection works well if only textures are replaced, but it doesn't do anything for meshes. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 9, 2010 Share Posted May 9, 2010 Edit: Nevermind, you are not reading the information I provided anyway... BSAs and Archive invalidation <-- read the links, that makes no sense because archive invalidation does not distinguish between types of data files Link to comment Share on other sites More sharing options...
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