Difference between revisions of "Oblivion Mods FAQ"

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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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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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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=====
=====Wrye Bash=====
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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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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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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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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 [[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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* [[Choose_the_right_DXTC_compression_algorithm|Choose the Right DXTC Compression Algorithm]]. Trying to create some new textures, but confused about all the different DDS compression options? The answers are here.
* [[Choose_the_right_DXTC_compression_algorithm|Choose the Right DXTC Compression Algorithm]]. Trying to create some new textures, but confused about all the different DDS compression options? The answers are here.
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=579010 List O' Tutorial Links]. As the name suggests, this is an extensive list of modding tutorials, focusing almost exclusively on 3D modeling and texture editing tools. An updated version of the list is also available on TESNexus [http://thenexusforums.com/index.php?showtopic=28076 here].
* [http://www.bethsoft.com/bgsforums/index.php?showtopic=579010 List O' Tutorial Links]. As the name suggests, this is an extensive list of modding tutorials, focusing almost exclusively on 3D modeling and texture editing tools. An updated version of the list is also available on TESNexus [http://thenexusforums.com/index.php?showtopic=28076 here].
== Mod Creation Issues ==
after painstakingly creating a house mod, I playtested it.
When I went to the location of the house, it wasn't there, however I used the console codes to access the house successfully.
The front doors don't act properly and most of the scripts don't function, other than that it seems to work fine, any help?


==Where can I find more information? (Further Reading)==
==Where can I find more information? (Further Reading)==
Anonymous user