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Help request: troubleshooting BSA failure


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Hi all,

 

I'm in the process of consolidating some of my mods, mostly by merging esp files and making BSAs for them, to reduce my load order and clean up my data folders. I have, much to my annoyance, hit the problem of the newly-made BSA not recognizing the new, merged esp. Works fine if the meshes and textures are loose files, but not with a BSA. No esm files are involved, and the names of the merged esp and BSA match. So what gives? I made a previous inquiry about this issue, but unfortunately didn't get enough information to be able to get a good grasp on the problem. I re-posted here in the hopes of getting more feedback from a more experienced crowd.

 

The only response to my previous inquiry was, "The plugin that is being missed is either the master (in which case, use that plugin name for the bsa) or not listed in the header of the plugin that you have named the same as the BSA."

 

It is not clear to me just what the second part of the previous statement is really saying about the problem. If someone could please clarify, I would greatly appreciate it. Please be detailed. I'm kind of a novice with BSAs.

 

Thanks,

 

Guinefort1

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Thanks for the feedback. Its way under 2.2GB, so that can't be it. Anyone got any other ideas. If worst comes to worst, I can just leave it in loose format. Thanks.

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Mod Organizer has the option to let MO manage BSAs, so that it is even possible to load a BSA without loading an ESP with the same name. I use it to load all Shivering Isles BSAs and avoid using the dummy DLCShiveringIsles.esp. The same goes for the Immersive Armours texture BSA for Skyrim.

 

Using MO with Oblivion is definitely not as easy as with Skyrim, though, but once you have fought it enough to understand how it works, it turns out to be much better than Wrye Bash and all other managers. The main downside is that MO does not support BAIN or OMOD mods (at least it did not last I checked), so all mods will basically need to be installed 'manually', meaning that they will need to be structured so that they are packaged in a way that they would be ready for copying to data folder. And OBSE plugins need to be in the actual plugins folder.

 

Wrye Bash and such (TES4LODGen, TES4Edit, etc.) can (and should) still be used through MO with Oblivion.

 

The latest version of MO (currently 1.3.5) is on its Skyrim Nexus page in case you have not yet found it. :)

 

If you are trying to find solutions to Oblivion and BSAs, that is...

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The main downside is that MO does not support BAIN or OMOD mods (at least it did not last I checked),

 

Works last time I checked - could be wrong.

 

 

In that case, I need to see what I have done wrong. If it works, that is. Maybe I have BAIN and/or OMOD support disabled... I need to check that. Restructuring a mod like AWLS to be simple can be a pain. :)

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In that case, I need to see what I have done wrong. If it works, that is. Maybe I have BAIN and/or OMOD support disabled... I need to check that. Restructuring a mod like AWLS to be simple can be a pain. :smile:

 

Checked, it supports BAIN but not OMOD.

Edited by matortheeternal
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