Difference between revisions of "User talk:Dev akm"

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imported>Dev akm
(OBLIVION MODS FAQ: How to find, install, make, and get help)
 
imported>Dev akm
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All of which can be found by doing a search on Google. Each one is different and some of them will not open all of the file formats from the rest of them. For example:
All of which can be found by doing a search on Google. Each one is different and some of them will not open all of the file formats from the rest of them. For example:


.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, 7zip, PowerArchiver, WinRAR, IZArc, but not WinZip


...and so on.
...and so on.
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Using this option, OBMM will keep track of which textures have been renamed in your BSAs and provides a "Remove BSA edits" function to rollback any changes it has made to your BSA. Assuming you have OBMM 0.7.8 or later already, the detailed steps for doing this are as follows:
Using this option, OBMM will keep track of which textures have been renamed in your BSAs and provides a "Remove BSA edits" function to rollback any changes it has made to your BSA. Assuming you have OBMM 0.7.8 or later already, the detailed steps for doing this are as follows:


#. Open OBMM
# Open OBMM
#. Click ''Utilities''
# Click ''Utilities''
#. Select ''Archive invalidation''
# Select ''Archive invalidation''
#. Click ''Directly Edit BSAs''
# Click ''Directly Edit BSAs''
#. Check ''autoupdate on exit'' and/or click ''Update Now''
# Check ''autoupdate on exit'' and/or click ''Update Now''
#. Play!
# Play!


If you didn't check the box for ''autoupdate on exit'', then repeat this process after installing each new mod.
If you didn't check the box for ''autoupdate on exit'', then repeat this process after installing each new mod.
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=Common Mod Issues=
=Common Mod Issues=


==I installed the patch, how do I get my texture mods back?==
'''I installed the patch, how do I get my texture mods back?'''


(adapted from the article [http://www.atomicmpc.com.au/article.asp?SCID=27&CIID=36919&p=1 Optimising Oblivion v3.0: Into Modblivion]
(adapted from the article [http://www.atomicmpc.com.au/article.asp?SCID=27&CIID=36919&p=1 Optimising Oblivion v3.0: Into Modblivion]
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The most common issues people have had with Oblivion mods are:
The most common issues people have had with Oblivion mods are:


#. The patch
# The patch
#. Load order and mod conflicts
# Load order and mod conflicts
#. Missing archiveinvalidation entries
# Missing archiveinvalidation entries




===THE PATCH===
==THE PATCH==
The new 1.1 beta patch from Bethesda impacts the display of texture packs and the operation of mods.  
The new 1.1 beta patch from Bethesda impacts the display of texture packs and the operation of mods.  


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Quite simply actually - the last mod loaded takes precedence. So if you did want to use the skill rates that "Level Rates Modified" provides, simply ensure it's loaded after Oscuro's. And how do you do this? Glad you asked.
Quite simply actually - the last mod loaded takes precedence. So if you did want to use the skill rates that "Level Rates Modified" provides, simply ensure it's loaded after Oscuro's. And how do you do this? Glad you asked.


===SETTING THE LOAD ORDER===
'''SETTING THE LOAD ORDER'''
Oblivion loads mods by order of date. Ensuring a mod is 'newer' than another causes it be loaded last, and thus take priority.  
Oblivion loads mods by order of date. Ensuring a mod is 'newer' than another causes it be loaded last, and thus take priority.  


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