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  1. Firstly, with Wryebash and Oblivion Mod Manager and the like, you will not need to personally mess with the data folder. These programs will add and remove files from the data folder by activating and deactivating the mods.

  2. Data Directory[edit] Oblivion's shared data files, including: mod data files, BSA archives, separate resource files (meshes, textures, etc.) English Default: Install Directory \Data. Location determined by SLocalMasterPath in Oblivion.ini, which is "Data\" by default.

  3. 17 wrz 2012 · You can simply move the contents of the archive ("meshes", "textures", esp files) from your extraction folder into your "Data", folder when there's no "Data" folder needlessly wrapped around them. OBMM can decipher those package structures and locates the actual files and folders inside such a bogus "Data" folder.

  4. 20 lis 2018 · Extract the files so that the files (esp, bsa, etc.) and the folders (meshes, textures, sounds, etc.) are in the Oblivion data folder (\Games\Bethesda Softworks\Oblivion\Data). Activate the mod through your preferred launcher by ticking the checkbox next to the esp/esm.

  5. 23 sie 2009 · BSA Extraction (exactly as it says, extracting your BSA files into your data folder) BSA redirection is the latest and most effective solution found to fix the replacer bug so far. Just activate it once and you're set.

  6. If that works, run any tool through MO2 itself and it should create LOD files based off of your modlist. Doing this, the output will be saved to your Overwrite folder. From there, you should be able to create a new mod from any data in that folder and activate it like any normal mod.

  7. If you're using the Launcher, select Data Files, find the mod's .esp and tick it. If you're using OBMM, simply find the mod in the Load Order and tick it. Launch your game to ensure the mod is working.

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