Qarls Texture Pack 3

Post » Wed May 09, 2012 1:18 am

I'm having some trouble installing this mod with Oblivion Mod Manager. After activating it, I go to Utilities > Archive Invalidation and check the three boxes needed: BSA alteration, Textures, and Generate archiveinvalidation entries on hash collision. After updating I get a error message: Empty path name is not legal.

From the OBMM crash dump file:

Type: System.ArgumentException
Error message: Empty path name is not legal.
Stack trace: at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at OblivionModManager.OblivionBSA.SnipBSA()
at OblivionModManager.OblivionBSA.UpdateInvalidationFile()
at OblivionModManager.Program.Exit()
at OblivionModManager.Program.Main(String[] args)

Anyone know what this error means?
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Bethany Watkin
 
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Post » Wed May 09, 2012 2:21 am

Use BSA Redirection instead. BSA Alteration is outdated.
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Joanne Crump
 
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Post » Tue May 08, 2012 5:20 pm

I can't help much. I don't use QTP3 and haven't used OBMM for installation in ages, preferring Wrye Bash. That said, while you are right in using OBMM's archive invalidation function, "BSA alteration" is considered obsolete. You want to use "BSA redirection". If a mod recommends any other form of invalidation, ignore that advice and stick with redirection. Why? Redirection is a newer method and is thus not mentioned in many mod readmes and older how-to articles simply because they pre-date it. Then too mod authors are themselves not always aware of the latest installation techniques. Whatever the case, go with redirection.

Whether or not this has any bearing on your issue I do not know.

ADDENDUM: Ninja'd by the Turk. Har!

-Decrepit-
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Philip Rua
 
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Post » Wed May 09, 2012 4:24 am

Use BSA Redirection instead. BSA Alteration is outdated.

I'll try that. Thanks.
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matt oneil
 
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Post » Tue May 08, 2012 12:11 pm

I can't help much. I don't use QTP3 and haven't used OBMM for installation in ages, preferring Wrye Bash. That said, while you are right in using OBMM's archive invalidation function, "BSA alteration" is considered obsolete. You want to use "BSA redirection". If a mod recommends any other form of invalidation, ignore that advice and stick with redirection. Why? Redirection is a newer method and is thus not mentioned in many mod readmes simply because they pre-date it. Then too mod authors are themselves not always aware of the latest installation techniques. Whatever the case, go with redirection.

Whether or not this has any bearing on your issue I do not know.

ADDENDUM: Ninja'd by the Turk. Har!

-Decrepit-

Thanks :)
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Anna S
 
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Post » Tue May 08, 2012 7:57 pm

Ticking BSA Redirection worked. Those textures look gorgeous! I'll get started implementing Oblivion Graphics Extender.
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Kieren Thomson
 
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Post » Tue May 08, 2012 5:34 pm

erm .. Now that you have used BSA Alteration, you need to undo the changes it has made to your BSAs', this is not just a case of switching between modes - BSA Alteration has now 'altered' your BSAs so that the files within can never be accessed again - All the files you installed from QTP3 which replace the files in the BSA, OBMM has now removed the hash for each of those files inside the BSA

That means if you now remove one of those replacer files, the game cant find the replacer file AND it cant find the original file in the BSA = Missing file (every single one of those textures and meshes installed by QTP3)

If you remove mods, or change mode from Alteration back to the safer and just as effective BSA Redirection, you now need to 'remove BSA edits', and hopefully your BSA will work again. If not, next try OBMMs 'BSA uncorrupter'

If that fails and in future you are seeing black / purple missing textures or missing meshes or even the game wont start - You need to re-install the backups you made of the game original BSAs (you are supposed to back them up before trying BSA Alteration)

Failing that ... You need to re-install the game to get the original un-altered BSAs back

And then only use BSA Redirection in future - Lesson learned

Sorry to be the bearer of possibly bad tidings, and hopefully you see this post before you proceed and complicate matters even further, here's the relevant info from OBMM's help file http://www.bild.me/bild.php?file=1576366Untitled.jpg (edited slightly :smile:)
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Alexander Horton
 
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Post » Tue May 08, 2012 4:09 pm

Another post here to simplify the explanation of what is happening ..

BSA - Stands for Bethesda Softworks Archive - Archive as in Zip, 7zip, RAR, LHArc, LZArc, WinZip = Its a compressed file which has loads of files inside it.

Those files inside the archive also have folder paths, and they are referred to by a .. lets call it a 'list of contents' of the archive

So for example you have

Oblivion - Textures - Compressed.BSA (one of the games original BSAs)

Lets be nosy and have a look inside the BSA - Screenshot http://www.bild.me/bild.php?file=8288035BSA_Textures.jpg

Oblivion - Textures - Compressed.BSA \ Textures\Architecture\Anvil\AnvilInterior\AnvilWindow01Interior.dds

Now you install a 'loose' replacer texture file from a mod, which has the same folder path and filename as that in the BSA ..

Data \ Textures\Architecture\Anvil\AnvilInterior\AnvilWindow01Interior.dds

Ideally, the game should see this loose file as a replacer for the same file in the BSA - Doesn't work, so we use BSA Redating (to make BSAs older than replacer files) AND an archive invalidation method ...

As mentioned BSA Redirection is the best method for this

What happens if you use BSA Alteration

Remember that List of Contents of the BSA ?, the list is now Altered

Oblivion - Textures - Compressed.BSA \ Textures\Architecture\Anvil\AnvilInterior\AnvilWindow01Interior.dds <<-- Struck from the list, so even though the file is still inside the BSA, the game cant find it.

If you still have ....

Data \ Textures\Architecture\Anvil\AnvilInterior\AnvilWindow01Interior.dds <<-- This file installed - No problem.

But remove the loose replacer file, and the game cant find the original in the BSA = No texture

So when using Alteration, you have to undo the Alteration changes to the BSA, when you remove a mod / patch / replacer files


Unfortunately, OBMM can get lost as to what it should be un-altering


Just use Redirection, it works every bit as well as Alteration does, but Redirection is fire-and-forget and does not create complicated problems.

If you want more information - Remember this is an old post - Here http://devnull.sweetdanger.net/archiveinvalidation.html#AIDestroyed

Right now, even though you have gone back to Redirection, your BSAs are still Altered (see my post above this one) - So one day you decide you dont like QTP3, un-install it .. and Voila - Hundreds of texture and mesh files missing.
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Michael Korkia
 
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Post » Tue May 08, 2012 6:50 pm

Wow, thanks for those very helpful comments alr3rn1t.

I just played through the Imperial Sewers portion and I'm enjoying the textures very much so I don't see myself having to uninstall QTP3 anytime soon aside from something becoming corrupted which is always a possibility, obviously. This is my first time doing extensive modding for a Bethesda game so there's been a few lessons learned already.

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jasminĪµ
 
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Post » Tue May 08, 2012 5:24 pm

Cool, well just remember if you dont use OBMMs 'Remove BSA Edits' now, and one year down the road you forget the details here, at least you know what started the problem in the first place.

Using Remove BSA edits now before you install other mods will make sure (well hopefully, unless OBMM does one of its usual oops forgot about those edits) your BSAs are back in order. And then you can forget about the subject because Redirection will continue to work.
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Tania Bunic
 
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Post » Tue May 08, 2012 8:19 pm

Ooh aaand - QTP3, theres a Reduced and Optimized (QTP3 Redimized) version, you may have a good rig now which can handle a full blown QTP3, but then you get more adventurous and start adding other Hi-res mods ... and overload your machines ability to shift so much data around ...

http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=3813

You also need the patch there. Apparently (I dont use QTP3) its every bit as good as the original monster textures, and aswell as being reduced solved a lot of problems along the way. Bomret (famous for his excellent Normal Maps (Bump Maps)) also helped in the production of produced that version along with another legend around here, Dev_akm.

You dont need the original QTP3 with this. And when you eventually stumble upon the UOP (Un-official Oblivion Patches), make sure the UOP meshes overwrite the QTP3 ones (updated since).

Another useful link for modding - TESCosi http://tescosi.com/wiki/Oblivion
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Bitter End
 
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Post » Tue May 08, 2012 10:36 pm

Cool. I'll take a look at that. I was just introduced to the world of Oblivions mods so I'm a little overwhelmed right now.
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Dezzeh
 
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Post » Tue May 08, 2012 4:12 pm

:) Yes, I had a giggle at this ...
~ so I don't see myself having to uninstall QTP3 anytime soon ~
Modding is seriously infectious.

That TESCosi site should keep you right with many subjects, Tomlong spent about a year and a half being this forums whirling dervish and gathering up all the best practices onto one site. Good luck.
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CArla HOlbert
 
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Post » Tue May 08, 2012 1:57 pm

Ooh aaand - QTP3, theres a Reduced and Optimized (QTP3 Redimized) version, you may have a good rig now which can handle a full blown QTP3, but then you get more adventurous and start adding other Hi-res mods ... and overload your machines ability to shift so much data around ...

QTP3 Redimized reduces the graphic quality a bit, so I would recommend the original version if your rig can afford it.
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Bigze Stacks
 
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