Myst42 Posted December 23, 2014 Posted December 23, 2014 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?
samhain6 Posted December 23, 2014 Posted December 23, 2014 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.
Myst42 Posted December 23, 2014 Author Posted December 23, 2014 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
Myst42 Posted December 23, 2014 Author Posted December 23, 2014 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
Poontank Posted December 23, 2014 Posted December 23, 2014 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.
Myst42 Posted December 24, 2014 Author Posted December 24, 2014 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 Plague doctors in a mod... nice We need moar of those
Poontank Posted December 25, 2014 Posted December 25, 2014 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!
Recommended Posts
Archived
This topic is now archived and is closed to further replies.