Renaming BSA's

Post » Sat Sep 25, 2010 9:27 am

AT TESIVPOSitive it says to rename every BSA in your data folder to DLCShiveringIsles - something.bsa, that is if you are running SI. I am wondering do I need to also add DLCShiveringIsles - to the ArchiveInvalidationInvalidated!.bsa and the Mart's Monster Mod for OOO.bsa?
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Nicholas
 
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Post » Sat Sep 25, 2010 3:50 pm

AT TESIVPOSitive it says to rename every BSA in your data folder to DLCShiveringIsles - something.bsa, that is if you are running SI. I am wondering do I need to also add DLCShiveringIsles - to the ArchiveInvalidationInvalidated!.bsa and the Mart's Monster Mod for OOO.bsa?

It does not say that. You should not rename the original BSAs, unless you really have some purpose in doing that. Do not modify the that particular BSA either. Renaming BSAs with the "DLCShiveringIsles - " prefix is to ensure that they load. You should only need to do that for mod-added BSAs. I actually have a number of my BSAs renamed to "Viconia - .bsa" because that plugin is always in my load order. It is just a suggestion.
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Cheryl Rice
 
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Post » Sat Sep 25, 2010 11:02 am

It does not say that. You should not rename the original BSAs, unless you really have some purpose in doing that. Do not modify the that particular BSA either. Renaming BSAs with the "DLCShiveringIsles - " prefix is to ensure that they load. You should only need to do that for mod-added BSAs. I actually have a number of my BSAs renamed to "Viconia - .bsa" because that plugin is always in my load order. It is just a suggestion.




If you have "DLCShiveringIsles.esp" in your load order. Every BSA in your data folder can be named "DLCShiveringIsles .bsa" or "DLCShiveringIsles - .bsa" or something equivalent. I certainly do not know what I am doing but this statement seems pretty clear.
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Hayley Bristow
 
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Post » Sat Sep 25, 2010 7:00 am

If you have "DLCShiveringIsles.esp" in your load order. Every BSA in your data folder ------>can<---- be named "DLCShiveringIsles .bsa" or "DLCShiveringIsles - .bsa" or something equivalent. I certainly do not know what I am doing but this statement seems pretty clear.



Not should.

your reading it fine, interpreting im not sure, waiting for TomLongs reply.
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Bird
 
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Post » Sat Sep 25, 2010 7:21 am

That's... really really bad advice. BSAs load so long as the beginning of their name is the same as a loaded .esp - so as long as you have a DLCShiveringIsles.esp loaded, so too will any BSAs whose filename begins with DLCShiveringIsles. But you don't want all of those BSAs loading unless you're also loading the corresponding .esp, most of the time. I can think of situations where a fix like that might be appropriate, but doing it always and every time strikes me as a very poor idea.
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Kate Schofield
 
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Post » Sat Sep 25, 2010 7:23 am

This reminds me of that old adage, "If it ain't broke, don't fix it." If your BSA archives are already loading up, why would you want to bother renaming them? There's absolutely no benefit to doing so if they're already being used by the game.
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Ashley Campos
 
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Post » Sat Sep 25, 2010 10:47 am

This reminds me of that old adage, "If it ain't broke, don't fix it." If your BSA archives are already loading up, why would you want to bother renaming them? There's absolutely no benefit to doing so if they're already being used by the game.


Things were broke. I was having a problem with lands missing in a square just north of the Ruin "Fanacasecul." I assumed it was because some meshes were not being loaded. After some further searching I found. Blackmagics fix for this on TESnexus. Apparently he was having the same problem. Thanks to him it is not an issue. Very frustrating trying to pin what the problem is. Some times it went away when i turned off the Knights UMP or maybe the UOP. I got it to go away by renaming the main oblivion BSA's with a DLCShiveringIsles prefix, but it showed up again. Anyhow this fixes it if anyone else has the problem. http://www.tesnexus.com/downloads/file.php?id=30350
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~Sylvia~
 
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Post » Sat Sep 25, 2010 12:51 pm

That's... really really bad advice. BSAs load so long as the beginning of their name is the same as a loaded .esp - so as long as you have a DLCShiveringIsles.esp loaded, so too will any BSAs whose filename begins with DLCShiveringIsles. But you don't want all of those BSAs loading unless you're also loading the corresponding .esp, most of the time. I can think of situations where a fix like that might be appropriate, but doing it always and every time strikes me as a very poor idea.

That was a theoretical statement, and I have tried to update it accordingly.

This reminds me of that old adage, "If it ain't broke, don't fix it." If your BSA archives are already loading up, why would you want to bother renaming them? There's absolutely no benefit to doing so if they're already being used by the game.

Yes. It is definitely an if necessary thing. Sometimes users run mods that need dummy plugins (which waste a plugin slot) to load BSAs or do not have a plugin that can load the BSA, forcing the user to rely on INI registration (i.e., Fran.)

Things were broke. I was having a problem with lands missing in a square just north of the Ruin "Fanacasecul." I assumed it was because some meshes were not being loaded. After some further searching I found. Blackmagics fix for this on TESnexus. Apparently he was having the same problem. Thanks to him it is not an issue. Very frustrating trying to pin what the problem is. Some times it went away when i turned off the Knights UMP or maybe the UOP. I got it to go away by renaming the main oblivion BSA's with a DLCShiveringIsles prefix, but it showed up again. Anyhow this fixes it if anyone else has the problem. http://www.tesnexus.com/downloads/file.php?id=30350

I assume that that link points to Land Magic? I have yet to try it myself, but I have it linked on the site.


http://www.tesivpositive.animolious.com/index.php?page=bsas_and_archive_invalidation#loading_bsas
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James Hate
 
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Post » Sat Sep 25, 2010 5:14 pm

This is interesting. I would like to pack all of my customs meshes and textures into BSA files.

The mod uses the following

Oblivion.esm
shiveringisles.esp

hiboriamain.esm (main mod landmass and all content)

could all of this custom content then be packed into two BSA files, one or textures, the other for meshes and be named

hiboriamain (whatever).bsa and how exactly would I phrase it. Or would I need a dummy plugin, or to rename DLCshiveringisles -mesogea1.bsa or some such.
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mimi_lys
 
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Post » Sat Sep 25, 2010 2:33 am

This is interesting. I would like to pack all of my customs meshes and textures into BSA files.

The mod uses the following

Oblivion.esm
shiveringisles.esp

hiboriamain.esm (main mod landmass and all content)

could all of this custom content then be packed into two BSA files, one or textures, the other for meshes and be named

hiboriamain (whatever).bsa and how exactly would I phrase it. Or would I need a dummy plugin, or to rename DLCshiveringisles -mesogea1.bsa or some such.

The bsa's name needs to start with the exact, full name of an active esp. In your case, "hiborian xxxxx.bsa" will not work, because there is no active "hiborian.esp", and an active esm is not enough (This is the reason that the MMM.bsa must be renamed, as the name of the active esp is dependent on other mods like OOO and FCOM).

So you have two options: Inlcude a dummy esp named "hiborian.esp", or name the bsas "DLCShiveringIsles - hiborian textures.bsa" and "DLCShiveringIsles - hiborian meshes.bsa" (or something like that) - just make sure that the bsa names start with the exact name of the active esp file.
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Avril Louise
 
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