Difference between revisions of "Oblivion Mods FAQ"

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'''How to find, install, make, and get help with Oblivion mods.'''
'''How to find, install, make, and get help with Oblivion mods.'''


''Updated 5-8-2008''
''Updated 04-24-2009''


by dev_akm (with a lot of help from others)
by dev_akm (with a lot of help from others)
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==Where can I find good mods?==
==Where can I find good mods?==


If you already know something about what you're looking for (like the author's name or a keyword like "armor"), then your best bet for finding a mod may be [http://www.tesnexus.com/downloads/file.php?id=4394 Buddah's List o' Links] (downloadable XL spreadsheet) since it includes mods from all the major hosting sites.
If you already know something about what you're looking for (like the author's name or a keyword like "armor"), then your best bet for finding a mod may be [http://www.tesnexus.com/downloads/file.php?id=4394 Buddah's List o' Links] (downloadable XL spreadsheet) since it includes mods from all the major hosting sites. Also, [http://search.yacoby.net ES Search] provides a very simple and effective search tool for multiple mod sites, and the [http://www.yacoby.net/es/forum/ ES Forum Archive] keeps old discussion threads that may have been purged from the official Bethesda forums.


If you don't have any idea where to start or what you're looking for, then the vast number and variety of mods available for Oblivion can be quite intimidating. Fortunately, there are a few really good lists of "recommended mods" that can help you get started. These lists tend to get outdated pretty quickly, so here's a list of lists:
If you don't have any idea where to start or what you're looking for, then the vast number and variety of mods available for Oblivion can be quite intimidating. Fortunately, there are a few really good lists of "recommended mods" that can help you get started. These lists tend to get outdated pretty quickly, so here's a list of lists:


* [http://www.bethsoft.com/bgsforums/index.php?showtopic=1010109 List of Mod Lists] -- Just like the title says! Includes short descriptions for some of the lists.
* [http://obse.silverlock.org/ Known OBSE Mods] -- List of mods that use [[:Category: Oblivion Script Extender|Oblivion Script Extender]]. No descriptions given, but many of these are the best of their type because they can do things that are not possible in the standard Oblivion script engine.
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=950703 OBSE Plugin DLLs] -- List of plugin DLLs for [[:Category: Oblivion Script Extender|Oblivion Script Extender]]. These add new functionality beyond what OBSE itself can do.
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=951190 Oblivion Hotkey Mods List] -- just like the title says!
* [http://devnull.devakm.googlepages.com/nostalgia Nostalgia Mods] -- a great list of mods that bring back a part of past TES games (especially Morrowind) into Oblivion.
* [http://devnull.devakm.googlepages.com/nostalgia Nostalgia Mods] -- a great list of mods that bring back a part of past TES games (especially Morrowind) into Oblivion.
* [http://delteslist.googlepages.com/ Delte's Immersion Mods List Archive] -- an extensive guide to immersion-related mods. Recently updated and archived for posterity. Highly recommended.  
* [http://delteslist.googlepages.com/ Delte's Immersion Mods List Archive] -- an extensive guide to immersion-related mods. Recently updated and archived for posterity. Highly recommended.  
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* [http://sdhousemods.0catch.com/SD.html SD's House Tweak Mod List] -- house tweaks for "vanilla" Oblivion houses (see the [http://www.bethsoft.com/bgsforums/index.php?showtopic=439594 related thread] for updates).
* [http://sdhousemods.0catch.com/SD.html SD's House Tweak Mod List] -- house tweaks for "vanilla" Oblivion houses (see the [http://www.bethsoft.com/bgsforums/index.php?showtopic=439594 related thread] for updates).
* [http://www.atomicmpc.com.au/article.asp?SCID=27&CIID=36919&p=1 Optimizing Oblivion v3.0: Into Modblivion] (by Ashton Mills, aka Martigen, at Atomic MPC).
* [http://www.atomicmpc.com.au/article.asp?SCID=27&CIID=36919&p=1 Optimizing Oblivion v3.0: Into Modblivion] (by Ashton Mills, aka Martigen, at Atomic MPC).
* [http://antiochforever.com/files/members/Endarire/OB/Mod%20List.htm Endarire's Oblivion Mod List].
* [http://antioch.snow-fall.com/files/members/Endarire/OB/Mod%20List.htm Endarire's Oblivion Mod List].


However, these "recommended" lists are really just a starting place. The full scope of what's available is staggering. The ESF Mods forum keeps a pinned thread with an alphabetical list of Oblivion [http://www.bethsoft.com/bgsforums/index.php?showtopic=323218 mod download sites], which can help you find lots more good stuff. Unfortunately, the sheer volume of sites is a bit overwhelming, so it may be wise to start out by looking at the largest of the download sites. Here's a few of them:
However, these "recommended" lists are really just a starting place. The full scope of what's available is staggering. The ESF Mods forum keeps a pinned thread with an alphabetical list of Oblivion [http://www.bethsoft.com/bgsforums/index.php?showtopic=323218 mod download sites], which can help you find lots more good stuff. Unfortunately, the sheer volume of sites is a bit overwhelming, so it may be wise to start out by looking at the largest of the download sites. Here's a few of them:
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If the mod includes optional files, or isn't organized correctly, you'll probably need to extract it to a temporary folder somewhere, rearrange it correctly with the options you want to use, and then use ''add folder'' instead of ''add archive''. Alternately, if you're really ambitious and have some scripting experience, you can attach a script to the OMOD so it will prompt you for the option choices during Activation.
If the mod includes optional files, or isn't organized correctly, you'll probably need to extract it to a temporary folder somewhere, rearrange it correctly with the options you want to use, and then use ''add folder'' instead of ''add archive''. Alternately, if you're really ambitious and have some scripting experience, you can attach a script to the OMOD so it will prompt you for the option choices during Activation.


Unfortunately, most of the early tutorials written about OMOD creation have expired from ESF, but LHammonds' web site devoted to OBMM has several excellent [http://lhammonds.game-host.org/obmm/tutorials.asp OMOD tutorials]. If you want to do more advanced things with OMODs, LHammonds also offers a very good [http://lhammonds.game-host.org/obmm/script_templates.asp introduction to OBMM scripting].
Unfortunately, most of the early tutorials written about OMOD creation have expired from ESF, but LHammonds' web site devoted to OBMM has several excellent [http://HammondsLegacy.com/obmm/tutorials.asp OMOD tutorials]. If you want to do more advanced things with OMODs, LHammonds also offers a very good [http://HammondsLegacy.com/obmm/script_templates.asp introduction to OBMM scripting].


===Bain===
===Bain===
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Note however, that it's difficult to manually ''un''-install mods that have many resources. The difficulty lies not just in finding all of the resources to remove, but also in avoiding removal of resources that are in use by other mods. The ability to uninstall mods is one of the major reasons for using a mod ''in''staller.
Note however, that it's difficult to manually ''un''-install mods that have many resources. The difficulty lies not just in finding all of the resources to remove, but also in avoiding removal of resources that are in use by other mods. The ability to uninstall mods is one of the major reasons for using a mod ''in''staller.


==Mods on Windows Vista==
===Mods on Windows Vista===
Installing mods on a Windows Vista system is bit trickier than it is on Windows XP due to Vista's increased security.  
Installing mods on a Windows Vista system is bit trickier than it is on Windows XP due to Vista's increased security.  


For best results, it is recommended to install Oblivion to a location other than the default '''C:\Program Files\''' folder. Another location such as '''C:\Oblivion\''' or '''D:\games\Oblivion\''' will work better. This will avoid the file permission problems many users have experienced due to the increased security restrictions Vista places on the '''Program Files''' folder.
For best results, it is recommended to install Oblivion to a location other than the default '''C:\Program Files\''' folder. Another location such as '''C:\Oblivion\''' or '''D:\games\Oblivion\''' will work better. This will avoid the file permission problems many users have experienced due to the increased security restrictions Vista places on the '''Program Files''' folder.


==How do you install plug-ins manually?==
===Official Plug-ins===
Bethesda's official mods for Oblivion are available for PC players from the [http://obliviondownloads.com/ Oblivion Downloads] site.
 
UESP.net has an excellent guide called [http://www.uesp.net/wiki/Oblivion:Official_Plug-ins Oblivion: Official Plug-ins], which includes details about [http://www.uesp.net/wiki/Oblivion:Official_Plug-ins#Installation_Issues Installation Issues] under Windows XP, Windows Vista and the especially problematic 64-bit Windows variants.
 
==How do I install plug-ins manually?==
(based on a Morrowind tutorial by lochnarus)
(based on a Morrowind tutorial by lochnarus)


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Under Windows Vista, if you installed Oblivion under C:\Program Files\, you may need to install mods in the "virtualized" per-user "program files" path under:  
Under Windows Vista, if you installed Oblivion under C:\Program Files\, you may need to install mods in the "virtualized" per-user "program files" path under:  


   C:\Users\%user%\appdata\local\virtualstore\program files\
   C:\Users\%user%\appdata\local\virtualstore\programdata\


If you're not sure where you installed it, one easy way to locate the folder is to go to your desktop, right-click on the Oblivion icon, select Properties, and select the Shortcut tab.  The path to your main Oblivion directory is shown in the "Start in" box.  
If you're not sure where you installed it, one easy way to locate the folder is to go to your desktop, right-click on the Oblivion icon, select Properties, and select the Shortcut tab.  The path to your main Oblivion directory is shown in the "Start in" box.  
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   .7z - opens with 7zip, PowerArchiver, WinRAR, IZArc, but not WinZip
   .7z - opens with 7zip, PowerArchiver, WinRAR, IZArc, but not WinZip
   .rar - opens with 7zip, PowerArchiver, WinRAR, IZArc, but not WinZip
   .rar - opens with 7zip, PowerArchiver, WinRAR, IZArc, but not WinZip
   .ace - opens with Winace, 7zip, PowerArchiver, WinRAR, IZArc, but not WinZip
   .ace - opens with Winace, PowerArchiver, WinRAR, IZArc, but not 7zip or WinZip


...and so on.
...and so on.


7zip is favored by many mod makers because it can produce dramatically smaller files than the other formats. It's also free, open-source, and supports all of the other common formats, so if you want to cover all your bases with one download, get 7zip. This is a personal bias on my part. Many people will argue in favor of one of the other tools.
7zip is favored by many mod makers because it can produce dramatically smaller files than the other formats. It's also free, open-source, and supports most of the other common formats, so if you want to cover all your bases with one download, get 7zip. This is a personal bias on my part. Many people will argue in favor of one of the other tools.


===Unzipping to a Temporary Location===
===Unzipping to a Temporary Location===
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In some cases, however, this doesn't work correctly. It now seems fairly certain that this is caused by a bug in Oblivion's ArchiveInvalidation system itself. After more than a year and several official game patches, it seems unlikely that Bethesda will ever correct this bug. This means you will have to use one of several workarounds if you want to install any "replacer" mods.
In some cases, however, this doesn't work correctly. It now seems fairly certain that this is caused by a bug in Oblivion's ArchiveInvalidation system itself. After more than a year and several official game patches, it seems unlikely that Bethesda will ever correct this bug. This means you will have to use one of several workarounds if you want to install any "replacer" mods.


Further details on this subject, as well as extensive testing results for ArchiveInvalidation problems in general, can be found in the article [http://devnull.devakm.googlepages.com/archiveinvalidation ArchiveInvalidation Explained] (the ESF threads on the topic have expired).
Further details on this subject, as well as extensive testing results for ArchiveInvalidation problems in general, can be found in the article [http://devakm.blogspot.com/2006/05/archiveinvalidation-explained.html ArchiveInvalidation Explained] (the ESF threads on the topic have expired).


Each of the known workaround solutions has advantages and disadvantages. The first two methods in the list below -- BSA-alteration and BSA-redirection -- are the only recommended solutions. The last two methods -- BSA-invalidation and BSA-extraction -- have such serious drawbacks that they are not recommended solutions. Here's the list of methods along with some description of what's involved in each:
Each of the known workaround solutions has advantages and disadvantages. The first two methods in the list below -- BSA-alteration and BSA-redirection -- are the only recommended solutions. The last two methods -- BSA-invalidation and BSA-extraction -- have such serious drawbacks that they are not recommended solutions. Here's the list of methods along with some description of what's involved in each:
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====BSA-alteration====
====BSA-alteration====
BSA-alteration requires [[Wrye Bash]] (as of version 0.60) or one of Timeslip's excellent utility programs: [[Oblivion Mod Manager]] (OBMM version 0.7.10 or later) or [http://www.tesnexus.com/downloads/file.php?id=4352 BSA Patcher]. What Wrye Bash, OBMM and BSA Patcher do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing.
BSA-alteration requires one of these tools:
 
In other words, these utilities edit your Textures BSA so that Oblivion cannot find the original version of texture files you have replaced, thus forcing the game to load the replacements instead of the originals.


=====Wrye Bash=====
* Timeslip's excellent utility programs, [[Oblivion Mod Manager]] (OBMM version 0.7.10 or later) or [http://www.tesnexus.com/downloads/file.php?id=4352 BSA Patcher].
''Note: Wrye Bash's Replacers tab and BSA-Alteration technique have both been superceeded by its Installers tab and BSA-redirection technique respectively. (See above.)''
* [[Wrye Bash]] (version 060; deprecated after version 245).


Download [http://wrye.ufrealms.net/ Wrye Bash].
What OBMM, BSA Patcher and Wrye Bash do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing.


Wrye Bash provides a [http://wrye.ufrealms.net/Wrye%20Bash.html#ReplacersTab Replacers Tab] that lets you easily add/remove texture replacement mods. It keeps track of which files have been renamed in your Textures BSA and provides a ''Restore'' button to rollback any changes it has made to your BSA (if you don't like the results for some reason). You can use the Replacers tab in several different ways:
In other words, these utilities edit your Textures BSA so that Oblivion cannot find the original version of texture files you have replaced, thus forcing the game to load the replacements instead of the originals.  
 
* Manual update: Click the ''Update'' button after adding/removing replacers. This also works on any replacers you already have installed manually or via another program (like OBMM).
* Automatic update: Check the ''Automatic'' checkbox. The Textures BSA will be automatically updated whenever you add or remove a Replacer. Only works for texture mods installed/removed using the Replacers tab.
 
You should probably make a backup of your BSA files if you have the space (or a DVD-burner) just in case, but so far nobody has reported any corruption issues.
 
Wrye Bash requires Python 2.5 and wxPython 2.8.0.1 ANSI to work.
 
Assuming you have Wrye Bash 0.61 or later installed already, and have already installed a one or more texture replacement mods, the steps you need to take are as follows:
 
# Start Wrye Bash.
# Click ''Replacers'' tab.
# Click the ''Update'' button under ''Archive invalidation''.
# Quit Wrye Bash
 
Note that Wrye Bash checks to make sure you don't already have any active BSA alterations from OBMM or BSA Patcher before allowing you to use this feature.


=====Oblivion Mod Manager=====
=====Oblivion Mod Manager=====
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If you didn't check the box for ''autoupdate on exit'', then you'll need to click ''Update Now'' after each new mod you install.
If you didn't check the box for ''autoupdate on exit'', then you'll need to click ''Update Now'' after each new mod you install.


For more detail on the BSA-alteration method of invalidation, please see [http://devnull.devakm.googlepages.com/archiveinvalidation#AIExplained ArchiveInvalidation Explained].
For more detail on the BSA-alteration method of invalidation, please see [http://devakm.blogspot.com/2006/05/archiveinvalidation-explained.html ArchiveInvalidation Explained].
 
=====Wrye Bash=====
Download [http://wrye.ufrealms.net/ Wrye Bash].
 
The Wrye Bash Replacers Tab and its BSA-Alteration technique are officially deprecated as of Wrye Bash version 245, having both been superceeded by the newer Installers Tab and BSA-redirection technique, respectively. See the section on BSA-redirection above. However, if you have an old version of Wrye Bash, or still need BSA-Alteration for some reason, then read on!
 
Wrye Bash provides a [http://wrye.ufrealms.net/Wrye%20Bash.html#ReplacersTab Replacers Tab] that lets you easily add/remove texture replacement mods. It keeps track of which files have been renamed in your Textures BSA and provides a ''Restore'' button to rollback any changes it has made to your BSA (if you don't like the results for some reason). You can use the Replacers tab in several different ways:
 
* Manual update: Click the ''Update'' button after adding/removing replacers. This also works on any replacers you already have installed manually or via another program (like OBMM).
* Automatic update: Check the ''Automatic'' checkbox. The Textures BSA will be automatically updated whenever you add or remove a Replacer. Only works for texture mods installed/removed using the Replacers tab.
 
You should probably make a backup of your BSA files if you have the space (or a DVD-burner) just in case, but so far nobody has reported any corruption issues.
 
Wrye Bash requires Python 2.5 and wxPython 2.8.0.1 ANSI to work.
 
Assuming you have Wrye Bash 0.61 or later installed already, and have already installed a one or more texture replacement mods, the steps you need to take are as follows:
 
# Start Wrye Bash.
# Click ''Replacers'' tab.
# Click the ''Update'' button under ''Archive invalidation''.
# Quit Wrye Bash
 
Note that Wrye Bash checks to make sure you don't already have any active BSA alterations from OBMM or BSA Patcher before allowing you to use this feature.


=====BSA Patcher=====
=====BSA Patcher=====
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The ArchiveInvalidation.txt lists the relative path (from the "Data" folder) of texture files you want to replace the default artwork shipped with the game.  
The ArchiveInvalidation.txt lists the relative path (from the "Data" folder) of texture files you want to replace the default artwork shipped with the game.  


As a result of the extensive testing reported in the [http://devnull.devakm.googlepages.com/archiveinvalidation ArchiveInvalidation Explained] threads, we now have very clear information about how ArchiveInvalidation works and how it fails to work. Suffice to say that it can get extremely complicated.
As a result of the extensive testing reported in the [http://devakm.blogspot.com/2006/05/archiveinvalidation-explained.html ArchiveInvalidation Explained] threads, we now have very clear information about how ArchiveInvalidation works and how it fails to work. Suffice to say that it can get extremely complicated.


My current best practice, based on the above-mentioned research, is that ArchiveInvalidation.txt should only list just the DDS textures from the original game that are being replaced by individual files in your Data folders. In other words, this means it should only contain entries for texture replacement mods. No meshes, sounds, or voices should be listed.
My current best practice, based on the above-mentioned research, is that ArchiveInvalidation.txt should only list just the DDS textures from the original game that are being replaced by individual files in your Data folders. In other words, this means it should only contain entries for texture replacement mods. No meshes, sounds, or voices should be listed.
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* If you've been using [[Oblivion Mods FAQ#Oblivion Mod Manager|Oblivion Mod Manager]] or [[Oblivion Mods FAQ#BSA Patcher|BSA Patcher]] to alter your BSA files (as suggested in this guide), make sure you ''Remove BSA edits'' before applying the patch.
* If you've been using [[Oblivion Mods FAQ#Oblivion Mod Manager|Oblivion Mod Manager]] or [[Oblivion Mods FAQ#BSA Patcher|BSA Patcher]] to alter your BSA files (as suggested in this guide), make sure you ''Remove BSA edits'' before applying the patch.


* If you've been using [[Wrye Bash]], go to the ''Replacers'' tab and click ''Restore''.
* If you've been using [[Wrye Bash]]'s BSA-Alteration feature, go to the ''Replacers'' tab and click ''Restore''.


* Remove any custom shaders you have installed and restore the [http://tesnexus.com/downloads/file.php?id=20348 default Oblivion shaders].
* Remove any custom shaders you have installed and restore the [http://tesnexus.com/downloads/file.php?id=20348 default Oblivion shaders].
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In fact this is exactly what Bethesda did with the Shivering Isles expansion BSAs. They created an empty placeholder ESP called DLCShiveringIsles.esp and then named all of the BSA files like DLCShiveringIsles - xxxx.bsa
In fact this is exactly what Bethesda did with the Shivering Isles expansion BSAs. They created an empty placeholder ESP called DLCShiveringIsles.esp and then named all of the BSA files like DLCShiveringIsles - xxxx.bsa
If you're using BSA-Redirection, then you should already have an empty plugin named:
  Oblivion.esp
(note the .esp part -- this is not the same as Oblivion.esm)
If you already have this plugin loading, then simply rename the problem BSA file to take advantage of it, like this:
  Oblivion - Cool New Items.bsa
This will force the BSA to load without having it registered in your Oblivion.ini file.


===Mod Load Order and Conflicts/Overlaps===
===Mod Load Order and Conflicts/Overlaps===
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The best way to see the load order - and more importantly, re-order them - is to use one of the excellent fan-made tools for managing your mods.  
The best way to see the load order - and more importantly, re-order them - is to use one of the excellent fan-made tools for managing your mods.  


For '''Oblivion Mod Manager''', you'll need .NET installed, but it's well worth it. From OBMM, you can simply click the 'Load order' view, select the mod you want to move, and then use the 'Move up' or 'Move down' buttons to re-order them. You can also right-click on a mod and select ''Move to Top'' or ''Move to Bottom''.  
For '''Oblivion Mod Manager''', you'll need .NET installed, but it's well worth it. From OBMM, making sure you are in the 'Load order' view (found in the bottom-left corner of the main window), you can simply click-and-drag a mod to change it's position in the load order. Alternatively, you can select the mod you want to move, and then use the 'Move up' or 'Move down' buttons to re-order them. You can also right-click on a mod and select ''Move to Top'' or ''Move to Bottom''.  


Be sure to get the latest version of OBMM (0.9.16 or later) since earlier versions had a problem with the Load Order View failing to sort masters (ESMs) and plugins (ESPs) properly. ESMs always load before ESPs, but OBMM's load order view wasn't reflecting this fact until Version 0.9.16 or later. You can also export a copy of your load order and then reload it later if something goes wrong or you just don't like the way things are working with your load order changes.  
Be sure to get the latest version of OBMM (0.9.16 or later) since earlier versions had a problem with the Load Order View failing to sort masters (ESMs) and plugins (ESPs) properly. ESMs always load before ESPs, but OBMM's load order view wasn't reflecting this fact until Version 0.9.16 or later. You can also export a copy of your load order and then reload it later if something goes wrong or you just don't like the way things are working with your load order changes.  
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====Checking Conflicts/Overlaps====
====Checking Conflicts/Overlaps====
For a more detailed explanation of this topic, see the pinned thread [http://www.bethsoft.com/bgsforums/index.php?showtopic=775917 Conflicts and You], as well as [[Understanding_Mod_Conflict_Reports|Understanding Mod Conflict Reports]]. 
Probably the best tool to use for exploring overlaps between mods is [http://www.tesnexus.com/downloads/file.php?id=11536 TES4View]. This utility will let you easily see how multiple mods interact and override each other, as well as giving you a quick view of the changes that a plugin makes. It lets you browse a graphical record tree of your active plugins, revealing the values set by most record types and comparing overlapping changes from each active plugin. You can also use TES4View as an editor to easily resolve conflicts and do many other advanced editing jobs not possible using TESCS.
Probably the best tool to use for exploring overlaps between mods is [http://www.tesnexus.com/downloads/file.php?id=11536 TES4View]. This utility will let you easily see how multiple mods interact and override each other, as well as giving you a quick view of the changes that a plugin makes. It lets you browse a graphical record tree of your active plugins, revealing the values set by most record types and comparing overlapping changes from each active plugin. You can also use TES4View as an editor to easily resolve conflicts and do many other advanced editing jobs not possible using TESCS.


TES4View also has a sibling, [http://www.tesnexus.com/downloads/file.php?id=11484 TES4Dump], which produces a text report with most of the same detailed information.
TES4View also has a sibling, [http://www.tesnexus.com/downloads/file.php?id=11484 TES4Dump], which produces a text report with most of the same detailed information.


Using OBMM, you can also test to see where mods overlap. Simply click  
You can also test to see where mods overlap using OBMM, but this is a lot less accurate than TES4View since it doesn't let you see exactly what was changed. To use it, simply click  


   ''Utilities'' -> ''Conflict Report''  
   ''Utilities'' -> ''Conflict Report''  
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It is fairly rare to find conflicts that actually break anything. The conflict report is mostly useful for tracking down problems where a mod is not working the way it's supposed to work because a later mod changes the same thing. In this case you just have to decide which behavior you prefer and then move that mod down (later) in the load order so it gets precedence by loading last. If you really want to use conflicting changes from more than one mod at the same time, check to see if anyone has released a compatibility patch to make the mods work together, and if not you may be able to merge the two mods together using [http://www.tesnexus.com/downloads/file.php?id=8665 TES4Gecko].
It is fairly rare to find conflicts that actually break anything. The conflict report is mostly useful for tracking down problems where a mod is not working the way it's supposed to work because a later mod changes the same thing. In this case you just have to decide which behavior you prefer and then move that mod down (later) in the load order so it gets precedence by loading last. If you really want to use conflicting changes from more than one mod at the same time, check to see if anyone has released a compatibility patch to make the mods work together, and if not you may be able to merge the two mods together using [http://www.tesnexus.com/downloads/file.php?id=8665 TES4Gecko].
For more details on this topic, see [[Understanding_Mod_Conflict_Reports|Understanding Mod Conflict Reports]] by Martigen and motub.


===Load Order, Mod Names and Lost Items===
===Load Order, Mod Names and Lost Items===
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If your ArchiveInvalidation.txt file does not contain the proper entries, or is in the wrong location, etc., you may notice that some or all of the textures you installed with a mod will not work properly. This usually shows up as items becoming invisible or appearing purple when playing the game. See the section [[Oblivion_Mods_FAQ#How_do_I_install_mods.3F|How do I install mods?]] in this FAQ for more information.
If your ArchiveInvalidation.txt file does not contain the proper entries, or is in the wrong location, etc., you may notice that some or all of the textures you installed with a mod will not work properly. This usually shows up as items becoming invisible or appearing purple when playing the game. See the section [[Oblivion_Mods_FAQ#How_do_I_install_mods.3F|How do I install mods?]] in this FAQ for more information.


If you're still having problems with invisible, purple, or black items, please see [http://devnull.devakm.googlepages.com/archiveinvalidation#AIExplained ArchiveInvalidation Explained].
If you're still having problems with invisible, purple, or black items, please see [http://devakm.blogspot.com/2006/05/archiveinvalidation-explained.html ArchiveInvalidation Explained].


If you're seeing large yellow exclamation marks, this is NOT an invalidation problem. It indicates missing meshes, which almost always means you either did not install all of the files needed for a mod or you installed them in the wrong place. It may also mean that one of your mods uses a BSA file that is not not registered in your Oblivion.ini (or forced to load some other way).
If you're seeing large yellow exclamation marks, this is NOT an invalidation problem. It indicates missing meshes, which almost always means you either did not install all of the files needed for a mod or you installed them in the wrong place. It may also mean that one of your mods uses a BSA file that is not not registered in your Oblivion.ini (or forced to load some other way).
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Unfortunately this may not always tell you which mod altered something from Oblivion.esm. Also, the spot where you would normally see the plugin name may be blank if the object came from Oblivion.esm. This is particularly true for spawned creatures or other dynamic elements placed with scripts because the modindex will point to your savegame rather than a plugin (you can tell if this is the case when the FormID starts with "ff").
Unfortunately this may not always tell you which mod altered something from Oblivion.esm. Also, the spot where you would normally see the plugin name may be blank if the object came from Oblivion.esm. This is particularly true for spawned creatures or other dynamic elements placed with scripts because the modindex will point to your savegame rather than a plugin (you can tell if this is the case when the FormID starts with "ff").


You can usually get around this problem if you included the name of the object in your comment. Having the name or even part of the name will let you easily search through your plugins for this name using a free utility like [http://www.wingrep.com/ WinGrep].
The easiest solution is to use a special mod designed for tracking down spawned references and random items that have an "ff" modindex. There are two OBSE mods that can help you quickly find out where the base object case from: [http://tesnexus.com/downloads/file.php?id=16704 FormID Finder] and [http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5204 RefScope].
 
If you don't want to use one of those OBSE mods, you can also usually get around this problem if you included the name of the object in your comment. Having the name or even part of the name will let you easily search through your plugins for this name using a free utility like [http://www.wingrep.com/ WinGrep].


That's it! Now that you've found the problem mod, all you have to do is disable it by unchecking the .esp file in your Data Files selector (and/or you can delete the .esp file itself if you're really mad by now). If you like the mod and want to see the problem fixed, you can always open the plugin with the CS yourself and try to figure out what's wrong, or you can report the problem to the mod creator (and/or the mod community if you can't locate the creator) using a discussion forum such as [http://www.bethsoft.com/bgsforums/index.php?showforum=25 ESF].
That's it! Now that you've found the problem mod, all you have to do is disable it by unchecking the .esp file in your Data Files selector (and/or you can delete the .esp file itself if you're really mad by now). If you like the mod and want to see the problem fixed, you can always open the plugin with the CS yourself and try to figure out what's wrong, or you can report the problem to the mod creator (and/or the mod community if you can't locate the creator) using a discussion forum such as [http://www.bethsoft.com/bgsforums/index.php?showforum=25 ESF].
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==How do I make a mod?==
==How do I make a mod?==


The most important place to look for information about making mods, including many tutorials and how-to articles, is [[Main_Page|this very web site]]. The best tutorial to start with is [[:Category:A beginner's guide|Dtom's Modding Tutorial]]. You should also be familiar with [[:Category:About Modding Etiquette|Modding Etiquette]]. You may also want to check out [http://hosted.filefront.com/bioxxusaf/1892433 bioxx's CS/NifSkope Video Tutorials].
The most important place to look for information about making mods, including many tutorials and how-to articles, is [[Main_Page|this very web site]]. The best tutorial to start with is [[:Category:A beginner's guide|Dtom's Modding Tutorial]]. You should also be familiar with [[Modding Etiquette]]. You may also want to check out [http://hosted.filefront.com/bioxxusaf/1892433 bioxx's CS/NifSkope Video Tutorials].


The best place to find help with the Construction Set is the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 official CS forum] on the ESF boards.
The best place to find help with the Construction Set is the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 official CS forum] on the ESF boards.
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If you're looking for technical details about the Oblivion file formats, fan-made tools, etc., you should definitely try the Oblivion Modding and Tech Support section of the [http://www.uesp.net/wiki/Oblivion:Oblivion UESP Wiki].
If you're looking for technical details about the Oblivion file formats, fan-made tools, etc., you should definitely try the Oblivion Modding and Tech Support section of the [http://www.uesp.net/wiki/Oblivion:Oblivion UESP Wiki].


Mods you create should be packaged in a common format (see the list of archive formats) along with a readme file describing what it does and how to install/uninstall it. The [[:Category:About Modding Etiquette|Modding Etiquette]] page provides some good tips on how to package and distribute your mod. If you want to make it really easy for users to install your mod, you should consider distributing it as an OMOD. Basic instructions for creating OMODs are included near the start of this FAQ. See [http://lhammonds.game-host.org/obmm/tutorials.asp OMOD tutorials] and the [http://timeslip.chorrol.com/obmmm/index.html OBMM Manual] for more details. If you want to do more advanced things with OMODs, LHammonds also offers a very good [http://lhammonds.game-host.org/obmm/script_templates.asp introduction to OBMM scripting].
Mods you create should be packaged in a common format (see the list of archive formats) along with a readme file describing what it does and how to install/uninstall it. The [[Modding Etiquette]] page provides some good tips on how to package and distribute your mod. If you want to make it really easy for users to install your mod, you should consider distributing it as an OMOD. Basic instructions for creating OMODs are included near the start of this FAQ. See [http://HammondsLegacy.com/obmm/tutorials.asp OMOD tutorials] and the [http://timeslip.chorrol.com/obmmm/index.html OBMM Manual] for more details. If you want to do more advanced things with OMODs, LHammonds also offers a very good [http://HammondsLegacy.com/obmm/script_templates.asp introduction to OBMM scripting].


===3D Mesh Exporter===
===3D Mesh Exporter===
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* '''Mod Installers'''
* '''Mod Installers'''
:'''Oblivion Mod Manager''' is described extensively in this FAQ.  
:'''Oblivion Mod Manager''' provides advanced mod installation scripting support via its OMOD format, described earlier in this FAQ.  


:'''Bain''' is the mod installer component of Wrye Bash. See [http://wrye.ufrealms.net/Wrye%20Bash.html#InstallersTab Wrye Bash: Installers] for more info.
:'''Bain''' is a new mod installer component of Wrye Bash. Bain is described earlier in this FAQ. See [http://wrye.ufrealms.net/Wrye%20Bash.html#InstallersTab Wrye Bash: Installers] for more details.


* '''Mod Managers'''
* '''Mod Managers'''
:[http://timeslip.chorrol.com/obmm.html Oblivion Mod Manager] provides a variety of powerful mod management features. For more details, see the [http://timeslip.chorrol.com/obmmm/index.html OBMM documentation].
:[http://wrye.ufrealms.net/#Oblivion Wrye Bash] is a general mod and savegame management tool with a large suite of functions. Probably it's most popular function is the Bashed Patch, which is an automatically generated mod which resolves many conflicts beween mods. In addition, you can: reorder your mods; sync your modlist to your savegame; get a load order list of your mods; switch between character profiles (different save/mod sets for different characters); import/exort player and NPC faces between saves and mods; relevel NPCs when adding/removing major releveling mods like Oscuros' or Francescos; rename masters of a mod or savegame; edit names of custom spells, enchantements, etc. in a savegame; delete spells from your savegame spell list; repair the animation slowing bomb; merge leveled lists; and more.
:[http://wrye.ufrealms.net/#Oblivion Wrye Bash] is a general mod and savegame management tool with a large suite of functions. Probably it's most popular function is the Bashed Patch, which is an automatically generated mod which resolves many conflicts beween mods. In addition, you can: reorder your mods; sync your modlist to your savegame; get a load order list of your mods; switch between character profiles (different save/mod sets for different characters); import/exort player and NPC faces between saves and mods; relevel NPCs when adding/removing major releveling mods like Oscuros' or Francescos; rename masters of a mod or savegame; edit names of custom spells, enchantements, etc. in a savegame; delete spells from your savegame spell list; repair the animation slowing bomb; merge leveled lists; and more.


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:The [http://cs.elderscrolls.com/constwiki/index.php/TES4Files TES4Files] utility will automatically gather up all the resources (textures, meshes, etc.) used by your mod and package them up for distribution. It can also create a BSA file for your mod.   
:The [http://cs.elderscrolls.com/constwiki/index.php/TES4Files TES4Files] utility will automatically gather up all the resources (textures, meshes, etc.) used by your mod and package them up for distribution. It can also create a BSA file for your mod.   
* '''Mesh Optimization'''
:[http://pyffi.sourceforge.net/ PyFFI] is an optimizer for .nif meshes. If you're not afraid of running some lengthy batch scripts on your installed mod resources, you can use PyFFI to improve the performance of Oblivion by optimizing your mesh files. Most recent mods include meshes already optimized by PyFFI, but many older mods do not. You can find more details and usage guidelines [http://www.bethsoft.com/bgsforums/index.php?showtopic=976098 here].


* '''Landscape and Distant Objects'''  
* '''Landscape and Distant Objects'''  
:Lightwave has created a bunch of great tools to help with landscape creation. [http://projectmanager.f2s.com/morrowind/index.php?menu=TESAnnwyn.html TESAnnwyn] lets you import and export 8/16/32-bit RAW files or 8-bit(Greyscale)/16/32-bit BMPs containing height map data to and from a 3D landscape in Oblivion and Morrowind. [http://www.bethsoft.com/bgsforums/index.php?showtopic=599029 TESport] is a tool for porting landmasses and NPCs from Morrowind mods into Oblivion mods. [http://projectmanager.f2s.com/morrowind/downloads/TES4qLOD.zip TES4qLOD] is a tool for quickly created the textures for LOD landscapes and/or VisibleWhenDistant data. [http://www.bethsoft.com/bgsforums/index.php?showtopic=603186 TEStroi] is a tool for porting Oblivion worldspace landmasses, NPCs and placed objects back to Morrowind.  
:Lightwave has created a bunch of great tools to help with landscape creation. [http://projectmanager.f2s.com/morrowind/index.php?menu=TESAnnwyn.html TESAnnwyn] lets you import and export 8/16/32-bit RAW files or 8-bit(Greyscale)/16/32-bit BMPs containing height map data to and from a 3D landscape in Oblivion and Morrowind. [http://www.bethsoft.com/bgsforums/index.php?showtopic=599029 TESport] is a tool for porting landmasses and NPCs from Morrowind mods into Oblivion mods. [http://projectmanager.f2s.com/morrowind/downloads/TES4qLOD.zip TES4qLOD] is a tool for quickly created the textures for LOD landscapes and/or VisibleWhenDistant data. [http://www.bethsoft.com/bgsforums/index.php?showtopic=603186 TEStroi] is a tool for porting Oblivion worldspace landmasses, NPCs and placed objects back to Morrowind.  


:Wz created a [http://www.ni-te.de/wzLabs/content/nifstuff/gen_far/ GenerateFar] utility, based on the NifTools NifLib, to automatically create low-poly Visible When Distant *_far.nif files. This made it much easier for modders to make sure their houses/castles/etc. are visible from a distance. Unfortunately, the wzLabs site is currently down.
:Wz created a [http://www.4shared.com/file/26918240/c83cf1cf/generatefar.html GenerateFar] utility, based on the NifTools NifLib, to automatically create low-poly Visible When Distant *_far.nif files. This made it much easier for modders to make sure their houses/castles/etc. are visible from a distance. Unfortunately, the wzLabs site is currently down.


* '''EGM Files'''
* '''EGM Files'''
:[http://www.bethsoft.com/bgsforums/index.php?showtopic=607788 The Conformulator]. This tool will let you generate EGM files (which are needed to resize hair and helmet meshes to fit various races).
:[http://www.tesnexus.com/downloads/file.php?id=9360 The Conformulator]. This tool will let you generate EGM files for custom meshes (EGM files are needed to resize hair and helmet meshes to fit various races).


===Mod Resources===
===Mod Resources===
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Need content for your mod project? Here's a list of some great resources.
Need content for your mod project? Here's a list of some great resources.


* [http://www.moddersofore.com/index.htm MORE] (Modders of ORE). A fantastic guide to modder resources, including new tilesets, creatures, armor, and more!  
* [http://imperial-library.info/maps/ The Imperial Library]. This is '''the''' resource for TES lore, maps, etc.
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=727168 Texturer's Union]. This is an ESF thread representing a collection of new texture resources for use in mods.
* [http://www.oblivionsrealestate.com/ Oblivion Real Estate] (aka MORE/Modders of ORE). A fantastic guide to modder resources, including new tilesets, creatures, armor, and more!  
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=638308 Modders Resources]. An excellent list of modders resources, including free-source meshes/textures, tutorials, and FAQs.
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=638308 Modders Resources]. An excellent list of modders resources, including free-source meshes/textures, tutorials, and FAQs.
* [http://z4.invisionfree.com/wayhouse/index.php?act=idx The Voice] (The Voice Over International Cadre). If you're creating a mod that includes new dialog, you can get voice acting help from this wonderful group, which replaced the now-defunct [http://ovag.bravehost.com/ Oblivion Voice Actors Guild] (OVAG).
* [http://z4.invisionfree.com/wayhouse/index.php?act=idx The Voice] (The Voice Over International Cadre). If you're creating a mod that includes new dialog, you can get voice acting help from this wonderful group, which replaced the now-defunct [http://ovag.bravehost.com/ Oblivion Voice Actors Guild] (OVAG).
* [http://imperial-library.info/maps/ The Imperial Library]. This is '''the''' resource for TES lore, maps, etc.


===Advanced Mod Creation===
===Advanced Mod Creation===
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