MartsMonsterMod37b3, BSA redirection and Vilverin

Post » Sat May 28, 2011 4:06 pm

Hi, this is my problem:

I don't know why (maybe it's because I do not understand correctly the english language, but I doubt it) the BSA redirection is not working for the BSA file of MartsMonsterMod37b3. I have named it like this: FCOM_Convergence_Mart's Monster Mod.bsa and used BSA redirection from Wrye Bash 287. When running through Vilverin, some skeletons are invisible, besides their weapons and shields. If I put FCOM_Convergence_Mart's Monster Mod.bsa in the Oblivion.ini everything goes fine, but I thought that BSA redirection was a one-time solution.

I did many searches through this forum, and read a lot of messages, but I did not find a solution or even a mention to this problem. I don't know what the problem could be, so I'd be grateful if anyone could help me out.

Thanks in advance. :)


(Trying to build a CTD free Oblivion. Hard work. >_<)
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Bitter End
 
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Post » Sat May 28, 2011 12:54 pm

Guess you did not even see the mmm thread a few post down right on front page..

Use Oblivion Mod Manager and setup BSA Redirection with that. That should fix the problem.
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Victor Oropeza
 
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Post » Sat May 28, 2011 11:06 am

Trying it now...

Nop, it did not work either. Same result than the redirection from Wrye Bash.
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Gwen
 
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Post » Sun May 29, 2011 12:46 am

Did you uninstall previous version of MMM before Installing 3.7b3 Version?

Using Vista or Seven, did you install the game outside of program files directory or turn off UAC.

Use Dungeons of MMM.esp to test that MMM is getting loaded correctly..

load up game, in console enter.. coc Bat Lair..that should take you MMM testing dungeon..
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marie breen
 
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Post » Sun May 29, 2011 2:17 am

Trying it now...

Nop, it did not work either. Same result than the redirection from Wrye Bash.


Do you have ArchiveInvalidationInvalidated!.bsa in the Data folder?
Do you have ArchiveInvalidationInvalidated!.bsa added to sArchiveList= under [Archive] in the Oblivion.ini?

It's a bit different with OBMM, but same principle.
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Motionsharp
 
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Post » Sat May 28, 2011 1:03 pm

Yes, I had the file and the entry in the ini.

I'll try the Bat Lair thing.

Edit: excuse me, Corepc, is it just like that: coc bat lair? I tried coc Bat Lair, coc bat lair, coc batlair, and none worked.
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Bedford White
 
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Post » Sun May 29, 2011 12:09 am

Edit: excuse me, Corepc, is it just like that: coc bat lair? I tried coc Bat Lair, coc bat lair, coc batlair, and none worked.


Coc Bat should be it, sorry about that.
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Flash
 
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Post » Sat May 28, 2011 11:37 pm

Going to test that, thanks.



I'll try to do a little trick I have figured out, meanwhile.

In the way to BAINify some mods, I wondered how to minimize the amount of time a complex mod should take to repackage, and this is what I came to: if the mod is OMOD ready, there is a simple way to get exactly what you want.

1. Open OMM and load the OMOD.
2. Rename your Oblivion\Data folder to Oblivion\_Data
3. Create a new and empty Oblivion\Data folder.
4. Install the omod choosing what you want.
5. Go to the Oblivion\Data folder and BAINify and repackage what is inside with the desired name (the name of the mod you installed with OMM).
6. Delete Oblivion\Data and rename Oblivion\_Data to Oblivion\Data
7. Install with Wrye Bash.
8. Ready.

It also works with automatic .exe installers.

I'll try to do the same with MMM, if I can.


EDIT: the Bat Lair is ok, but only when I add FCOM_Convergence_Mart's Monster Mod.bsa to the ini by hand.
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Hazel Sian ogden
 
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Post » Sat May 28, 2011 5:12 pm

Probably should post your Load Order.. :shrug:
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Wayne W
 
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Post » Sat May 28, 2011 6:56 pm

Try reinstalling all the bsa's to your data map, the correct order is in the mmm and fcom threads. That worked for me.
I did this manual, but it probably can be done with obmm or bain as well.
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marie breen
 
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Post » Sat May 28, 2011 5:55 pm

My load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Enhanced Daedric Invasion.esm07  CyrodiilUpgradeResourcePack.esm08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  Better Cities Resources.esm0D  CURP_Controller.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  Better Cities .esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  Cities Alive At Night.esp++  Item interchange - Extraction.esp  [Version 0.76]1A  DLCHorseArmor.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1B  DLCOrrery.esp**  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  DLCVileLair.esp**  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1D  DLCMehrunesRazor.esp**  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp**  Roberts Armamentium female.esp1F  DLCThievesDen.esp**  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]**  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]20  Slof's Oblivion Robe Trader.esp21  Cobl Glue.esp  [Version 1.72]22  Cobl Si.esp  [Version 1.63]**  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]23  Bob's Armory Oblivion.esp24  FCOM_BobsArmory.esp  [Version 0.9.9]25  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]26  Oblivion WarCry EV.esp  [Version 1.08a]27  FCOM_WarCry.esp  [Version 0.9.9MB3]28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.35]29  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]**  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2A  FCOM_RealSwords.esp  [Version 0.9.9]2B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]2F  TamrielTravellers4OOO.esp  [Version 1.39c]30  TamrielTravellersItemsCobl.esp  [Version 1.39c]31  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]32  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]33  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]34  za_bankmod.esp35  DLCFrostcrag.esp**  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]36  Knights.esp**  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp37  Mighty Umbra.esp38  Blood&Mud.esp39  Lost Paladins of the Divines.esp3A  Origin of the Mages Guild.esp  [Version 7.3]3B  MannimarcoRevisited.esp**  MannimarcoRevisitedOOO.esp  [Version 0.1]3C  MannimarcoWardrobeChest.esp3D  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]**  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]3E  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]3F  EVE_ShiveringIslesEasterEggs.esp++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Spire Revisited.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]**  Better Cities - Full City Defences.esp**  Better Cities Full.esp40  Better Cities - VWD of the IC.esp41  Better Imperial City - OMG.esp----> Delinquent MASTER: Better Imperial City.esp42  Better Imperial City.esp**  Better Imperial City FPS Patch.esp43  Better Cities - COBL.esp  [Version 2]**  Better Cities Full FPS Patch.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]44  Cobl Silent Equip Misc.esp  [Version 01]45  Bashed Patch, 0.esp46  FormID Finder4.esp


My BSA file is named: FCOM_Convergence - mmm.bsa

This is my entry in Oblivion.ini:

sArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa, FraNewItems.bsa, FraNewCrea.bsa


And I have the ArchiveInvalidationInvalidated!.bsa in the ..\Oblivion\Data folder.

I can't get the meshes to work. :(
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Jade
 
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Post » Sun May 29, 2011 12:24 am

My BSA file is named: FCOM_Convergence - mmm.bsa

This is my entry in Oblivion.ini:

sArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa, FraNewItems.bsa, FraNewCrea.bsa


And I have the ArchiveInvalidationInvalidated!.bsa in the ..\Oblivion\Data folder.

I can't get the meshes to work. :(


Rename the bsa to: FCOM_Convergence_mmm.bsa

It's important that the first part is named exactly like another esp - but it needs a _ before the second part, which can be MMM, MartsMonsterMod or almost whatever.

Archive invalidation only deals with textures so that's not the issue.
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Jamie Moysey
 
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Post » Sat May 28, 2011 3:28 pm

41 Better Imperial City - OMG.esp
----> Delinquent MASTER: Better Imperial City.esp
42 Better Imperial City.esp


You should swap these too...unrelated, but it'll avoid trouble once your BSA issue is fixed. :wink_smile:
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BrEezy Baby
 
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Post » Sun May 29, 2011 1:17 am

I use BOSS to order my list. Does 41 Better Imperial City - OMG.esp need to go after Better Imperial City.esp?
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Isaac Saetern
 
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Post » Sat May 28, 2011 1:53 pm

The BSA should be the exact name of the MMM esm. In the FCOM thread is says to name it 'FCOM_Convergence_Mart's Monster Mod.esm'. And yes, if 41 requires 42 as a master, it should go after it.
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Heather Stewart
 
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Post » Sun May 29, 2011 1:26 am

The BSA should be the exact name of the MMM esm. In the FCOM thread is says to name it 'FCOM_Convergence_Mart's Monster Mod.esm'. And yes, if 41 requires 42 as a master, it should go after it.


That's not technically needed, but it's generally good advice to rename it exactly as recommended in the MMM thread, depending on which mod set up you're using. The important part is that the first part of the name is exactly as a used esp.

3] Select ONE of the following:
'Mart's Monster Mod.esp' - And Rename MMM.bsa to Mart's Monster Mod.bsa
*OR*
'Mart's Monster Mod for Frans.esp' - And Rename bsa to Mart's Monster Mod for Frans.bsa
*OR*
'Mart's Monster Mod for OOO.esp' - And Rename bsa to Mart's Monster Mod for OOO.bsa
:
For FCOM_Convergence - Rename bsa to FCOM_Convergence_Mart's Monster Mod.bsa

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My blood
 
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Post » Sat May 28, 2011 10:53 pm

Ok, so must it be FCOM_Convergence_Mart's Monster Mod.bsa, FCOM_Convergence - Mart's Monster Mod.bsa, FCOM_Convergence - MMM.bsa...?

If I just name it FCOM_Convergence.bsa, would it also work? I think so, right?

Ok. Then, let me tell you that I had already tried those solutions before opening this thread, and the only thing is really working is to register the bsa with whatever name I choose in the Oblivion.ini. Ok, so I have a workaround, but, what the heck is happening in my computer?


I'm totally confused. ?_?
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Lily Something
 
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Post » Sat May 28, 2011 1:59 pm

I think the problem is that your FCOM_Convergence.esp isn't active.
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Dan Stevens
 
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Post » Sun May 29, 2011 12:32 am

Bingo.

Thank you, H20dk. From now in advance, I'll check my list to see if there are other mods that should be loaded and they are inactive. I knew the problem had to be by my side. Thank you to everyone.

BSA redirection working now.

:):):):):)
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Nany Smith
 
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