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BSA invalidation/redirection


Myst42

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Posted

I'm confused

 

Reinstalling stuff, moving things in an out...

 

For Oblivion:

A long time ago, I used to use the Archive Invalidation feature from the Mod manager (obmm)

Then I started using another mod... "Archive Invalidation Invalidated"

Later I read that was obsolete and the new standard was doing it through Wrye Bash something about right-clicking the "package" layer in the installers tab and selecting "BSA redirection"

 

BUT:

I encountered some problems...

Ok, first, I installed a certain race overhaul project of mine, it contains textures and models... nothing too fancy, just replacements of the originals and mild CS editions.

I also put the unofficial patches for stuff

At first, I didn't pay attention to it, but I got purple textures on clothing... Ignored it cause with my outfit redesign project, everything worked just fine

 

BUT:

 

I can't properly play my own mod now... wanted to test an old mod I had here and it doesn't work cause it simply does not read the bsa file (it used to work fine)

I'm pretty sure a solution is to extract the bsa contents directly to the data folder

But that's not the point is it?

 

BSA's are not working properly and I need to know why

 

It's a mess in my head now

What should I do?

 

Posted

Loose files have precedence over those contained in BSA archives when using BSA redirection.

 

Check your folders to ensure there are no conflicting files with identical names and paths as in your BSA.

 

 

Posted

Oh crap they moved it...

 

I intended to ask for the same guidance for Skyrim dammit!

 

--------------------------------

 

That's most definitely not the problem, as I was making a complete re-install.

There was nothing on those folders except what vanilla game brings

And my bsa file contains new folders... I actually opened it and extracted it. Not a single identical file warning

But i did it so I could be able to play the mod and I was. It's this mod actually

 

Still, I should be able to play it using only the bsa and I cant cause it doesn't recognize it

Even though it has the same name as the esp and the folder structure is "meshes" and "textures"

I once made the mistake of making a bsa containing a "data" folder and it didn't read it, but that's not the case now

Posted

Holy motherfucking crap

I was the most idiotic stupid knucklehead

 

Forget this ever happened

One space...

One space of difference in the names of bsa and esp was the reason

I guess bsa work after all

 

Please excuse be for being suck a fucking idiot

I guess I have too many things to think about and stupid mistakes happen...

I'll still have to update the mod later so the issue does not happen again

 

Posted

Good to hear you figured it out. You were referring to the Alice mod? Usually I'm unpacking such mods' BSAs to have their files at my disposal and be able to mess around with them. So I never noticed anything out of the ordinary with the Alice files.

 

At first I was eager to create BSAs for the project I'm working on. It turned out to be too much of a chore (even requiring multiple BSAs because of a large amount of data), not worth the effort at all. Loose files are more advantageous in the long run.

 

Nice new avatar you've got there by the way! Coincidentally this plague doctor outfit will also be included in my mod as a costume for a bandit NPC.

Posted

Well I used to like bsa'ed mods since they're more structured and less messy... plus I kept unscrupulous hands from noticing it's a bloody rip

But then the need to mess with stuff got stronger too  :lol:

 

Plague doctors in a mod... nice

We need moar of those  ;)

Posted

That guy is even trying to poke his victims with a syringe! It's not the puny thing that comes with the outfits (Selene's version of the mod) but a large-ass Dwemer contraption with a glowing green liquid inside, 'Reanimator'-style. Gives me the idea to create a crippling custom disease inflicted with a hit by that syringe... And I should make a female counterpart, a plague nurse.

 

The mod will also feature 'Monks Of Decay', a tribe of Argonian cannibals, a hidden new DB sanctuary in Leyawiin, some new stores (one of them with a certain Breton vendor), cool boss-level members for all enemy factions, traveling merchants, characters with their custom companions and many, many other interesting things to discover. Surprises behind every corner!

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