Here's something interesting: http://www.bethsoft....howtopic=689314
Claims are high as removing archive invalidation without needing OBMM is what we're all after... opinions? Someone tested this with several texture mods?
Get rid of Archive Invalidation for good!
Started by Archmage Silver, May 06 2007 10:23 PM
3 replies to this topic
#2
Posted 06 May 2007 - 11:05 PM
no but.... I don't really mind using the archiveinvalidation feature in OBMM... it's one button click?
Edited by SeV, 06 May 2007 - 11:05 PM.
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#3
Posted 06 May 2007 - 11:11 PM
Its Quarn, so, I'm pretty much certain that it'll work, that, and it works the same way as some other things appearantly do. the files, however /must/ be newer (the ones you're replacing the defaults with), but, that sounds like the standard stuff. It sounds good, I've just not bothered to install it, yet =)
#4
Posted 07 May 2007 - 04:36 AM
It works for almost everything.
If anyone is using my Better Redguards mod (which apparently very few are ), when version 2.0 is released in a couple weeks, it will require OBMM's Archive Invalidation, as Quarn's method does not work for invalidating the unique NPC face textures - the game is hardcoded to only take those from the .bsa directly. I can get around it with OBMM, though. This is the only way to get NPC faces/bodies to match and to properly use my redguard face texture.
If anyone is using my Better Redguards mod (which apparently very few are ), when version 2.0 is released in a couple weeks, it will require OBMM's Archive Invalidation, as Quarn's method does not work for invalidating the unique NPC face textures - the game is hardcoded to only take those from the .bsa directly. I can get around it with OBMM, though. This is the only way to get NPC faces/bodies to match and to properly use my redguard face texture.
My Oblivion Mods: Better Redguards || Tabaxi (v1.5) || No Glowing Grass Fix