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Copy file name to clipboardExpand all lines: docs/ArchiveInvalidation.html
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@@ -73,7 +73,7 @@ <h3>BSA-redirection</h3>
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<li>Quit OBMM or click Launch Oblivion.</li>
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<p>Alternately, you can install a mod specifically designed to do BSA-redirection, such as <ahref="https://www.nexusmods.com/oblivion/mods/10724" target="_blank">ArchiveInvalidation Invalidated!</a>.</p>
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<p>Alternately, you can install a mod specifically designed to do BSA-redirection, such as <ahref="https://www.nexusmods.com/oblivion/mods/10724" target="_blank"rel="noopener">ArchiveInvalidation Invalidated!</a>.</p>
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<p>You can also set up BSA-redirection fairly easily yourself if you don't mind a bit of tweaking. In the Oblivion.ini file, there is a configuration entry called the SArchiveList. It lists all of the standard BSA files. It normally looks like this:</p>
<p>To do this, you'll need to either use a BSA file that came with some other mod to be your <i>DUMMYFILE.bsa</i> (any BSA file containing at least one texture should work), create one yourself using a tool like <ahref="https://www.nexusmods.com/oblivion/mods/3311" target="_blank">BSA Commander</a> (you only need to put one texture in the BSA).</p>
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<p>To do this, you'll need to either use a BSA file that came with some other mod to be your <i>DUMMYFILE.bsa</i> (any BSA file containing at least one texture should work), create one yourself using a tool like <ahref="https://www.nexusmods.com/oblivion/mods/3311" target="_blank"rel="noopener">BSA Commander</a> (you only need to put one texture in the BSA).</p>
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<h3>BSA-alteration</h3>
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<p>BSA-alteration requires <ahref="https://www.nexusmods.com/site/mods/591" target="_blank">Wrye Bash</a> (as of version 0.60), Vortex, or one of Timeslip's excellent utility programs: <ahref="https://www.nexusmods.com/oblivion/mods/2097" target="_blank">Oblivion Mod Manager</a> (OBMM version 0.7.10 or later) or BSA Patcher. What Wrye Bash, OBMM and BSA Patcher do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing.</p>
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<p>BSA-alteration requires <ahref="https://www.nexusmods.com/site/mods/591" target="_blank"rel="noopener">Wrye Bash</a> (as of version 0.60), Vortex, or one of Timeslip's excellent utility programs: <ahref="https://www.nexusmods.com/oblivion/mods/2097" target="_blank" rel="noopener">Oblivion Mod Manager</a> (OBMM version 0.7.10 or later) or BSA Patcher. What Wrye Bash, OBMM and BSA Patcher do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing.</p>
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<p>In other words, these utilities edit your Textures BSA so that Oblivion cannot find the original version of texture files you have replaced, thus forcing the game to load the replacements instead of the originals. Without getting too technical, this works much like taking a book and scrambling some entries from the table of contents so those chapters can't be found anymore, even though the chapters are really still there -- thus allowing the process to be easily reversed later by restoring the table of contents back to its original state.</p>
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<p>OBMM and BSA Patcher will keep track of which files have been renamed in your BSAs and provide a "Remove BSA edits" function to rollback any changes they have made to your BSA.</p>
<p><b>Note:</b> The BSA-alteration features in Wrye Bash are designed for advanced users and provide more control over the process than OBMM's automated approach.</p>
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<p>Ultimately, the only really good solution is to use BSA-redirection or BSA-alteration, but if you really want to see for yourself then these tools will help you generate an ArchiveInvalidation.txt file.</p>
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<ul>
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<li><b>Wrye Bash</b> - Includes a feature to generate AI.txt. You can find it in the "Mods" tab under "Archive Invalidation". Download from <ahref="https://www.nexusmods.com/site/mods/591" target="_blank">Nexus Mods</a></li>
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<li><b>Vortex</b> - You enable this via Settings > Workarounds, which creates a special "Vortex Archive Invalidation" mod; you then enable this mod in the Mods tab, and it uses BSA redirection to make loose files load. You might need to toggle it off and on again before launching the game for it to work correctly. Download from <ahref="https://www.nexusmods.com/about/vortex" target="_blank">Nexus Mods</a></li>
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<li><b>Wrye Bash</b> - Includes a feature to generate AI.txt. You can find it in the "Mods" tab under "Archive Invalidation". Download from <ahref="https://www.nexusmods.com/site/mods/591" target="_blank"rel="noopener">Nexus Mods</a></li>
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<li><b>Vortex</b> - You enable this via Settings > Workarounds, which creates a special "Vortex Archive Invalidation" mod; you then enable this mod in the Mods tab, and it uses BSA redirection to make loose files load. You might need to toggle it off and on again before launching the game for it to work correctly. Download from <ahref="https://www.nexusmods.com/about/vortex" target="_blank"rel="noopener">Nexus Mods</a></li>
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<li>In the early days many players used <b>ElChE's Oblivion Automatic Content Validator 1.1.0</b> - Use the Smart Check feature (in the latest version it automatically ignores meshes; in the previous version, have it open your AI when done, and then delete meshes by hand).</li>
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<li>The venerable <b>Oblivion Mod Manager (OBMM)</b> - Available from <ahref="https://www.nexusmods.com/oblivion/mods/2097" target="_blank">Nexus Mods</a></li>
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<li>The venerable <b>Oblivion Mod Manager (OBMM)</b> - Available from <ahref="https://www.nexusmods.com/oblivion/mods/2097" target="_blank"rel="noopener">Nexus Mods</a></li>
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</p>
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<h3>HOW DO I MAKE ONE?</h3>
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<p>Instructions can be found in the <ahref="https://cs.uesp.net/wiki/Oblivion_Mods_FAQ" target="_blank">Oblivion Mods FAQ</a>.</p>
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<p>Instructions can be found in the <ahref="https://cs.uesp.net/wiki/Oblivion_Mods_FAQ" target="_blank"rel="noopener">Oblivion Mods FAQ</a>.</p>
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<p>Once you get it started, you can list either just individual filenames, such as "boots.dds", one per line, or list entire directory paths, one per line, like this:</p>
<p>Ultimately, the only really good solution is to use BSA-redirection or BSA-alteration, but if you really want to see for yourself then these tools will help you generate an ArchiveInvalidation.txt file.</p>
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<ul>
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<li><b>Wrye Bash</b> - Also now includes a feature to generate AI.txt. Download from <ahref="https://www.nexusmods.com/site/mods/591" target="_blank">Nexus Mods</a></li>
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<li><b>Wrye Bash</b> - Also now includes a feature to generate AI.txt. Download from <ahref="https://www.nexusmods.com/site/mods/591" target="_blank"rel="noopener">Nexus Mods</a></li>
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<li><b>Vortex</b> - You enable this via Settings > Workarounds, which creates a special "Vortex Archive Invalidation" mod; you then enable this mod in the Mods tab, and it uses BSA redirection to make loose files load. You might need to toggle it off and on again before launching the game for it to work correctly. Download from <ahref="https://www.nexusmods.com/about/vortex" target="_blank">Nexus Mods</a></li>
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<li><b>Vortex</b> - You enable this via Settings > Workarounds, which creates a special "Vortex Archive Invalidation" mod; you then enable this mod in the Mods tab, and it uses BSA redirection to make loose files load. You might need to toggle it off and on again before launching the game for it to work correctly. Download from <ahref="https://www.nexusmods.com/about/vortex" target="_blank"rel="noopener">Nexus Mods</a></li>
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<li><b>ElChE's Oblivion Automatic Content Validator 1.1.0</b> (<ahref="https://cs.uesp.net/wiki/Automatic_Content_Validator" target="_blank">ACV</a>) - Use the Smart Check feature (in the latest version it automatically ignores meshes; in the previous version, have it open your AI when done, and then delete meshes by hand).</li>
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<li><b>ElChE's Oblivion Automatic Content Validator 1.1.0</b> (<ahref="https://cs.uesp.net/wiki/Automatic_Content_Validator" target="_blank"rel="noopener">ACV</a>) - Use the Smart Check feature (in the latest version it automatically ignores meshes; in the previous version, have it open your AI when done, and then delete meshes by hand).</li>
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<li><b>Oblivion Mod Manager (OBMM)</b> (<ahref="https://cs.uesp.net/wiki/Oblivion_Mod_Manager" target="_blank">UESP Wiki</a>) - Haven't tested the latest version, but Timeslip says he has added new AI.txt options in 0.7.6: "It lets you choose exactly which types of files to include, and there's options for ignoring files not in BSA's, normal maps, and files with incorrect extensions. Following MadBat's suggestion, it also deletes empty subdirectories from the data folder. Default settings are to only include textures, and only ones which already appear in a BSA archive. Hopefully, that should keep most people happy." Heck yeah! (In previous versions, use the DDS textures option.)</li>
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<li><b>Oblivion Mod Manager (OBMM)</b> (<ahref="https://cs.uesp.net/wiki/Oblivion_Mod_Manager" target="_blank"rel="noopener">UESP Wiki</a>) - Haven't tested the latest version, but Timeslip says he has added new AI.txt options in 0.7.6: "It lets you choose exactly which types of files to include, and there's options for ignoring files not in BSA's, normal maps, and files with incorrect extensions. Following MadBat's suggestion, it also deletes empty subdirectories from the data folder. Default settings are to only include textures, and only ones which already appear in a BSA archive. Hopefully, that should keep most people happy." Heck yeah! (In previous versions, use the DDS textures option.)</li>
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