A couple of questions concerning modding

Post » Tue Apr 26, 2011 10:44 am

I`ve started to work with Wrye Bash recently and want to delve deeper into Oblivion modding. Now and then some things are unclear to me, but maybe you guys can help me:

4. Wrye Bash includes the "Archive Invalidation Invalidated!" mod. I have a question concerning this mod. As far as I know it makes the Oblivion Engine "implement" or "read" all the texture replacements in the according textures folder. But what`s about replacement of meshes, sounds, etc.? Does this mod apply to all files? If not, is this maybe the reason OBMM covers those files beside the textures in its Archive Invalidation tool?

5. Is it possible to install stuff outside (!) the data folder with a OMODs and is it possible to install files with OMODs even in completely different places, for example in the "My Games" Oblivion folder, where the oblivion.ini is?


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OLD questions people already answered for me, IGNORE them please!!!

1. I`ve read on the UESP Wiki that the load order is determined by the date modified of the esps. If that is true, you could theoretically uninstall OBMM or Wrye Bash or BOSS after having it sort your load order and the engine would still load up all the data on the correct order? (Don`t worry, I don`t have any plans to delete those programs, it`s just a theoretical question)

2. I`m wondering now: What happens if I deactivate an esp in OBMM/Wrye Bash? How do those programs prevent the esp from loading?

3. Again a theoretical question: You have to have Wrye Bash installed to (re)build the Bashed Patch. Let`s say I`m never going to rebuild a bashed patch anymore: I could uninstall Wrye Bash and use the Bashed esp without Wrye Bash? (Again, I don`t have any plans to do this)
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I love YOu
 
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Post » Tue Apr 26, 2011 4:24 am

1.) Yes. Yes.
2.) Deselecting it in OBMM or Bash is the same as deselecting it in your Oblivion launcher. It prevents the engine from activating those plugins, although technically they are still loaded.
3.) Yes, you could.
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Taylor Thompson
 
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Post » Tue Apr 26, 2011 12:11 am

1. Yes, correct
2. Oblivion creates a special Plugins.txt file hidden away in one of your system folders that keeps a list of all the active mods, so you can deactivate mods with the Oblivion_Launcher.exe. Bash and OBMM update that file too.
3. Yes, once the bashed patch has been built you dont' need Bash to be able to use it.
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Lauren Graves
 
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Post » Tue Apr 26, 2011 8:05 am

Thanks. I`m gonna use this thread, if additional questions pop up.
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Anna Krzyzanowska
 
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Post » Mon Apr 25, 2011 8:17 pm

Just to clarify, Wrye Bash, OBMM and BOSS all work by changing the date on the plugins (esp's). You can drag plugins in both Wrye Bash and OBMM and they will change the date on the plugin so it will be loaded in the position you drag the plugin to. It is recommended that you use BOSS to sort your load order because it has a large repository of mods and the community has put in a lot of effort to make sure that the load order provided by BOSS works.

If you have a set load list and never update or install any new mods, you could delete these programs. Once you get into running mods, however, that is extremely unlikely, so you should leave these programs installed once you have them working :)
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Jeneene Hunte
 
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Post » Tue Apr 26, 2011 8:00 am

I`ve added two new questions (4&5). Maybe somebody can answer them.
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Lovingly
 
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Post » Tue Apr 26, 2011 11:30 am

Archive invalidation makes oblivion use the newest files available, be they loose in the data folder, or packed in .bsa format. Used to be, you had to jump thru some hoops to get it to work, the tools just make life much easier.

For mods to work, they MUST be installed to the Oblivion\Data folder. Now, as for placement of the OMOD's folder the OBMM creates, I think an option on where to place it would be very nice indeed, but, so far as I know, placement is hard coded, and can't be changed. So far as I know.......
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MatthewJontully
 
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Post » Mon Apr 25, 2011 11:59 pm

Archive invalidation makes oblivion use the newest files available, be they loose in the data folder, or packed in .bsa format. Used to be, you had to jump thru some hoops to get it to work, the tools just make life much easier.

For mods to work, they MUST be installed to the Oblivion\Data folder. Now, as for placement of the OMOD's folder the OBMM creates, I think an option on where to place it would be very nice indeed, but, so far as I know, placement is hard coded, and can't be changed. So far as I know.......

You CAN install the OMOD directory whenever you want - open OBMM, select settings, then move omod directory.
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oliver klosoff
 
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Post » Tue Apr 26, 2011 8:19 am

You CAN install the OMOD directory whenever you want - open OBMM, select settings, then move omod directory.


Ah, thank you. Very cool. :D
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Cesar Gomez
 
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Post » Mon Apr 25, 2011 8:30 pm

Thank you for the replies. However, I think you have not answered my questions.

Question 4 was, if the so-called "ArchiveInvalidationInvalidated!" mod does make the Oblivion Engine only read the new textures or everything (meshes, sounds, etc.). If not, is this the maybe reason OBMM features the invalidation of those?

Question 5 was, if you can make OBMM install something outside of the Oblivion Data Folder, for example if I want to make an OMOD containing OBSE.
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Nick Swan
 
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Post » Mon Apr 25, 2011 11:20 pm

Thank you for the replies. However, I think you have not answered my questions.

Question 4 was, if the so-called "ArchiveInvalidationInvalidated!" mod does make the Oblivion Engine only read the new textures or everything (meshes, sounds, etc.). If not, is this the maybe reason OBMM features the invalidation of those?

Question 5 was, if you can make OBMM install something outside of the Oblivion Data Folder, for example if I want to make an OMOD containing OBSE.

Don't know the answer to #4.

#5 - OBMM will not install anything outside the \Oblivion\Data directory, but will install or create anything below.
So trying to install OBSE will not work because it needs to be installed in \Oblivion while OBSE plugins can be installed because they go in \Oblivion\Data\OBSE\Plugins.
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Calum Campbell
 
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Post » Tue Apr 26, 2011 10:05 am

Don't know the answer to #4.

#5 - OBMM will not install anything outside the \Oblivion\Data directory, but will install or create anything below.
So trying to install OBSE will not work because it needs to be installed in \Oblivion while OBSE plugins can be installed because they go in \Oblivion\Data\OBSE\Plugins.


Then there`s no way, like maybe through a script? OBMM allows to edit the Oblivion.ini and that`s outside of the data folder...

What about question Nr. 4? Can anyone give an answer?
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Agnieszka Bak
 
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Post » Mon Apr 25, 2011 8:59 pm

What about question Nr. 4? Can anyone give an answer?


Archive invalidation only works with textures. Both OBMM and Wrye Bash use the same method, i.e. BSA redirection. Well, OBMM has other alternatives, but BSA redirection is the best method.
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Jessica Stokes
 
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Post » Tue Apr 26, 2011 3:14 am

Archive invalidation only works with textures. Both OBMM and Wrye Bash use the same method, i.e. BSA redirection. Well, OBMM has other alternatives, but BSA redirection is the best method.


Thank you, Arkngt. I`m so happy someone finally answered this question (I already asked somewhere else and got no answer). If you know even more, I would like get more insight from you.

So OBMM basically lets you choose, what will be redirected and you can choose more than just textures to be redirected (it will let you redirect Meshes, Sounds, Menus, Trees, etc.). Are mods like "ArchiveInvalidationInvalidated!" not inferior to OBMM regarding this?
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Gisela Amaya
 
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Post » Mon Apr 25, 2011 9:02 pm

Thank you, Arkngt. I`m so happy someone finally answered this question (I already asked somewhere else and got no answer). If you know even more, I would like get more insight from you.

So OBMM basically lets you choose, what will be redirected and you can choose more than just textures to be redirected (it will let you redirect Meshes, Sounds, Menus, Trees, etc.). Are mods like "ArchiveInvalidationInvalidated!" not inferior to OBMM regarding this?

Not inferior no, rather the options in OBMM are relics from a bygone age before the problem with oblivions archive invalidation sysetem were fully understiood.

The bug only really applies to textures, and specifically those textures whose path is specified from inside a mesh. Other textures such as menu and landscape textures are not affected.
Checking off those other options won't hurt but neither will it actually do anything.


If you want to understand a bit more you should read http://devnull.sweetdanger.net/archiveinvalidation.html#AIExplained
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Marcin Tomkow
 
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Post » Tue Apr 26, 2011 4:53 am

Not inferior no, rather the options in OBMM are relics from a bygone age before the problem with oblivions archive invalidation sysetem were fully understiood.

The bug only really applies to textures, and specifically those textures whose path is specified from inside a mesh. Other textures such as menu and landscape textures are not affected.
Checking off those other options won't hurt but neither will it actually do anything.


If you want to understand a bit more you should read http://devnull.sweetdanger.net/archiveinvalidation.html#AIExplained


Thank you. So if your`re right I don`t need the OBMM Archive Invalidation with all its options, but just the mod "ArchiveInvalidationInvalidated"? I`m gonna read the article you linked now.
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Bambi
 
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Post » Tue Apr 26, 2011 11:50 am

Actually you should have a look at this http://www.gamesas.com/index.php?/topic/1129928-ok-so-i-might-be-stupid-after-all-could-someone-help-me-understand-archive-invalidation-and-meshtexture-replacement/. This is some incorrect information in this thread and we sorted it out in this other thread (the link I just posted).
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meg knight
 
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