Difference between revisions of "Oblivion Mods FAQ"

24 bytes added ,  14:26, 21 December 2023
no edit summary
imported>Lhammonds
m (New domain name for the LHammonds web site)
Tag: Manual revert
 
(4 intermediate revisions by 4 users not shown)
Line 294: Line 294:
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:
Line 383: Line 383:
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=====
Line 426: Line 426:
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.
Line 631: Line 631:
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).
Anonymous user