Jump to content
  • 0
Sign in to follow this  
Sirlancelot2011

Is it still necessary to change the date on .BSA files before installing any mods? (Steam version of the game)

Question

Well, I think the title of the post is self-explanatory. Is Mod Organizer able to work around the .BSAs issue?

 

 

---STEAM USERS: CHANGING THE DATES ON .BSA FILES BEFORE INSTALLING ANY MODS---

This is related to the above section, and is also very, very important!!!. The Steam version of Oblivion has, in it's data files folder, .bsa files (files that contain data such as texture and meshes for the vanilla game) that are dated around summer 2010, because that's when Oblivion was added to Steam. This will cause problems with your archive invalidation. So before you install any mods, open OBMM, go to utilities -> archive invalidation and press "reset .bsa timestamps". This will set the "last changed" date on ALL YOUR .BSA FILES to 01/01/2006, similar to the original release of the game. The reason you're doing this BEFORE installing any mods is that if you have .bsa files in the data files folder that belong to mods, the dates on these files will also be set to 2006. You do not want this! If you do it accidentally, simply download a program such as File Date Changer to change the dates back to a later date.

That's basically it for the Steam version, it's otherwise fully compatible with all mods (except the slightly different install procedure for OBSE which is detailed in its readme).

https://www.neogaf.com/forum/showthread.php?t=405321

Share this post


Link to post
Share on other sites

2 answers to this question

Recommended Posts

  • 0

If you continue to use MO with the Steam version of Oblivion be aware there may be some issues that you will need to face.

Recently two users have been posting about the inability to use ANY OBSE plugins, or even the OBSE itself, with the Steam version of Oblivion.

There is a current bug report open in MO's issue tracker and your observations would be appreciated. I have the retail disc version and cannot replicate any of the issues that may arise so the more users that can, is for the better.

 

As for your question. All my *.bsa files are dated to 31/12/2005 so yes, back-date your files.

Share this post


Link to post
Share on other sites
  • 0

If you continue to use MO with the Steam version of Oblivion be aware there may be some issues that you will need to face.

Recently two users have been posting about the inability to use ANY OBSE plugins, or even the OBSE itself, with the Steam version of Oblivion.

There is a current bug report open in MO's issue tracker and your observations would be appreciated. I have the retail disc version and cannot replicate any of the issues that may arise so the more users that can, is for the better.

 

As for your question. All my *.bsa files are dated to 31/12/2005 so yes, back-date your files.

Thanks for your quick and kind answer. For now I'm afraid I'm leaving MO behind, Oblivion current modding scene doesn't seem that adapted to it yet and I'm pretty much a "newbie".

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By dicksuckme
      [info] Attempting to create a game handle with game path "D:/steam/steamapps/common/Skyrim Special Edition" and local path "D:/skyrim/profiles/Default"
      [info] Initialising load order data for game of type 5 at: D:/steam/steamapps/common/Skyrim Special Edition
      [info] Attempting to open Git repository at: C:\Users\cabca\AppData\Local\LOOT\Skyrim Special Edition
      [info] Setting URL for remote origin to https://github.com/loot/skyrimse.git
      [error] A firewall may be blocking LOOT.
      [error] Git operation failed. Details: -1; failed to send request: A connection with the server could not be established\r\n: libgit2 error
      [error] Loot failed. Exit code was: 0x1

    • By NuroDragonfly
      HI peoples;
      As much a ted-talk as qanda, but the concept of Merging updates or other files into a main file has come up in my current re-installation of SSE and modding of it:
      that being when the STEP says to merge files when you did not download them from the Nexus, but like me, have system stored mods from various games that you are simply re-installing in many ways back into a MO2 Profile for what ever game...
      and the option to Merge, Replace, Rename, or Cancel does not appear...
      which is because the meta-data does not exist within the Download folder you (should) have set up in your MO2 installation and instance of said game...
      Well, the best choice is to simply name the update/optional file exactly as the one it is meant to merge with - which means that when you know your going to be installing various files for the same mod, you need to choose what it is going to be called as a whole - and these options will appear again and this part of the STEP can be achieved easily and as the STEP instructs.
      I realise some of you may already know this, but this conversation was begun on another mod forum here on STEP and needed to be continued here instead, so this is for those that may come across the same issue or confusion momentarily.
    • By FuzzyDuck
      Hoy folks! 
      I'm looking into doing some Oblivion streams in the future, and was looking into mods.
      Wanted to know if there is anywhere some modern\updated guides, and what manager, those whom do oblivion modding use nowadays?
      MO1? MO2? Vortex?

      I know it's an old game, but searching  the only guides i found were from from 7\6 yrs ago! So, anyone could give some help on this front?
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.