silverwrath Posted December 13, 2007 Posted December 13, 2007 Being a noob, I have happily downloaded a few mods that don't seem to show in my data file (to be checked). I do have the OBSE script extender and launch my game through the executible... Do I have to somehow convert the mods.rar to mods.esp? And if so, how? Cheers.
silverwrath Posted December 13, 2007 Author Posted December 13, 2007 Any help or insight would be greatly appreciated... as I save the file it says its a .esp file... but the extension is a .rar I tried renaming it and it actually showed in the data files to be checked... but said it was an incorrect file when I tried. Anyone?
LFact Posted December 13, 2007 Posted December 13, 2007 .rar is compressed file format, like .zip, .7z(And there are more. If someone is Linux user, he/she would be familiar with tar.gz). Get WinRAR Evaluation version for extracting downloaded file.
Storm Raven Posted December 13, 2007 Posted December 13, 2007 Or Use 7-Zip which is free and will unpack .zip and .rar as well http://www.7-zip.org/ Ocasionaly I will run into a zip or rar it wont open. 9 cases out of 10 when I try to open the zip or rar with winzip or winrar the application will tell me the file is corrupted so I don't bother with it much any more. 7-Zip is quite popular with a lot of Oblivion Modders on TES-Nexus. I hear they like it for its faster and better compression rates. Professional Disclosure: I am in no way affiliated with 7-Zip or 7-Zip.org. I wish I was. Its just a great tool that I find is easy to use. Thanks, Stormraven aka Darkstormraven
TheTerminator2004 Posted December 13, 2007 Posted December 13, 2007 7-zip has a much higher compression ratio than most, non-linux, archivers. For example, the Silgrad Tower files have to be extracted with 7-zip because none of the other commonly used ones can support such high compression properly... not even IZarc :( Incidentally, do you use Linux, Lfact? It'd be nice to have another Linux user round here :)
LFact Posted December 13, 2007 Posted December 13, 2007 Sorry, I'm not Linux user. But familiar to such files since I've been grabbing files(free utilities, fonts,..) here and there.
silverwrath Posted December 14, 2007 Author Posted December 14, 2007 Awesome thank you so much! my next question: when you include the .esm & .esp files, do you also load "meshes", "sound" in the Data file???? This will overwrite the existing ones... which unfortunately, I believe I've already done with some other :wacko:
Storm Raven Posted December 14, 2007 Posted December 14, 2007 Follow the directions in the readme. Always read the readme. Overwriting Meshes and Textures is Standard Operating Proceedure for many of these Mods. In most cases they dont acutally overwrite your original files, they create new folders, and store the new files in the new folders, but not always. so make sure to check the readme uninstall directions before you overwrite. Most of the readme's will tell you if you need to backup your originals. Thanks, Stormraven aka Darkstormraven
LFact Posted December 14, 2007 Posted December 14, 2007 Quote my next question: when you include the .esm & .esp files, do you also load "meshes", "sound" in the Data file???? This will overwrite the existing ones... which unfortunately, I believe I've already done with some otherSince vanilla Oblivion graphic resources(Meshes/Textures) are stored in .bsa file, so there's no way custom meshes/textures overwrite them. About custom resources, many modders uses their specific folder name for that, to prevent from any other custom resources accidentally overwriting them, unless two or more MODs share same modder's resources.
TheTerminator2004 Posted December 14, 2007 Posted December 14, 2007 when windows says it'll overwrite, it's just complaining because there's already a folder with the same name there... it won't usually overwrite any actual files, unless you're using two mods that change the same mesh/texture.
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