All of the original threads on the Elder Scrolls Forums have now expired and been purged from the system, but this summary of the great work done by the ArchiveInvalidation Explained Research Team lives on! The recent discovery of an entirely new method is now described as well.
Oblivion normally gets all of its media assets (artwork, spoken dialog, music, etc.) from within a few large .bsa files rather than in individual folders (such as Meshes, Textures, Sound, etc.). The original game and official plugins use these .bsa files (it stands for Bethesda Softworks Archive). These .bsa files are organized internally just like your "Data" folder is.
Although fan-made mods are starting to use .bsa files more often, most mods still place individual meshes, textures, etc. into folders within your "Data" directory. This isn't a problem for new items added by a mod, but it can be a problem for some "replacer" mods that alter original game items. For example, some of the most popular types of mods are "armor texture replacers" and "landscape texture replacer" mods that improve the look of the game by replacing the original "stock" textures.
Normally, this isn't a problem since Oblivion is designed to automatically load any meshes, textures, etc. that it finds in your Data folder, as long as the timestamp (Modification Date) on each of these files is more recent than the timestamp on the original .bsa files. Since the .bsa files are older, items in them get replaced by any newer items with the same name that exist in your Data folders.
In some cases, however, this doesn't work correctly. It now seems fairly certain that this is caused by a bug in Oblivion's ArchiveInvalidation system itself. After more than a year and several official game patches, it seems unlikely that Bethesda will ever correct this bug. This means you will have to use one of several workarounds if you want to install any "replacer" mods.
Further details on this subject, as well as extensive testing results for ArchiveInvalidation problems in general, can be found in the article ArchiveInvalidation Explained (the ESF threads on the topic have expired).
Each of the known workaround solutions has advantages and disadvantages. The first two methods in the list below -- BSA-alteration and BSA-redirection -- are the only recommended solutions. The last two methods -- BSA-invalidation and BSA-extraction -- have such serious drawbacks that they are not recommended solutions. Here's the list of methods along with some description of what's involved in each:
- BSA-alteration: This was the first true solution to the problem. It is widely used, very reliable, fairly simple, and most Oblivion mod users are by now familiar with using it. The disadvantages are that you must use one of several external tools (not a big deal since you probably need one of these tools anyway), you must update the BSA changes after installing or removing any replacer mods (although most of the tools will do this in an automated way), and you must remember to remove BSA changes before applying any of the official patches from Bethesda.
- BSA-redirection: This is a newer solution that has proven to be very effective. This method has advantages that make it preferable over BSA-alteration. The biggest advantage is that it does not require any external tools (although it does require you to install some files and you may want to use a tool to help you configure it) and once it's set up, you can pretty much forget about it (no intervention is required after adding or removing any replacer mods).
- BSA-invalidation: This was the first solution discovered, and as a result was the most widely used method for a long time. However, it has severe limitations and problems and is rarely used anymore because of this. Unfortunately, many early mods still recommend this solution, so lots of users get fooled into thinking it's a good idea. In fact, it's a terrible idea under most circumstances and the only way to make it work reliably is to also use BSA-extraction (see below). You should avoid this method if at all possible.
- BSA-extraction: This solution works well for mod creators (who often need to have the source files extracted from the BSAs anyway). However, it has major disadvantages for mod players and because of this it is not discussed in any great detail here.
Next we'll examine these methods in a bit more detail.
This method works by
tricking the Oblivion game engine into using its bugged
ArchiveInvalidation method on the wrong BSA file. By doing this, it
allows all files in the main Textures BSA to be reliably superseded by
any more recent files found in your Textures folder.
The easiest way to use this method is to use the BSA-redirection option in Oblivion Mod Manager if you already have it (see BSA-alteration below for more details). Here are the steps using OBMM:
- Start OBMM.
- Click Utilities.
- Select Archive invalidation. You'll get a popup window.
- Click BSA redirection (it's the default choice).
- Click Update Now.
- Close the Archive invalidation popup (click the red X in the upper-left corner).
- Quit OBMM or click Launch Oblivion.
Alternately, you can install a mod specifically designed to do BSA-redirection , such as ArchiveInvalidation Invalidated!.
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:
SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa,
Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
By changing the list to include another BSA containing at least one texture, you can trick the game engine into processing the bugged ArchiveInvalidation logic for that new dummy file rather than the real Textures BSA (called Oblivion - Textures - Compressed.bsa). So, the modified SArchiveList should look something like this:
SArchiveList=DUMMYFILE.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa,
Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
To do this, you'll need to either use a BSA file that came with some other mod to be your DUMMYFILE.bsa (any BSA file containing at least one texture should work), create one yourself using a tool like BSA Commander (you only need to put one texture in the BSA).
BSA-alteration requires Wrye Bash (as of version 0.60) or one of Timeslip's excellent utility programs: Oblivion Mod Manager (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.
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.
This method of invalidation was initially tested by the ArchiveInvalidation Explained Research Team and has now been adopted as the de facto standard solution by the
Oblivion mods community. It has proven extremely stable, but you should still make a backup of your BSA files if you have the hard drive space (or a DVD-burner) just in case something goes wrong (like you accidentally try to run
both OBMM and BSA Patcher on your BSA files, which will result in a corrupt file).
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.
Download Wrye Bash.
Wrye Bash provides a Replacers Tab that lets you easily add/remove texture replacement mods. It keeps track of which files have been renamed in your Textures BSA and provides a Restore button to rollback any changes it has made to your BSA (if you don't like the results for some reason). You can use the Replacers tab in several different ways:
- Manual update: Click the Update button after adding/removing replacers. This also works on any replacers you already have installed manually or via another program (like OBMM).
- Automatic update: Check the Automatic checkbox. The Textures BSA will be automatically updated whenever you add or remove a Replacer. Only works for texture mods installed/removed using the Replacers tab.
You should probably make a backup of your BSA files if you have the space (or a DVD-burner) just in case, but so far nobody has reported any corruption issues.
Wrye Bash requires Python 2.5 and wxPython 188.8.131.52 ANSI to work.
Assuming you have Wrye Bash 0.61 or later installed already, and have already installed a one or more texture replacement mods, the steps you need to take are as follows:
- Start Wrye Bash.
- Click Replacers tab.
- Click the Update button under Archive invalidation.
- Quit Wrye Bash
Note that Wrye Bash checks to make sure you don't already have any active BSA alterations from OBMM or BSA Patcher before allowing you to use this feature.
Oblivion Mod Manager
Download Oblivion Mod Manager
Assuming you have OBMM 0.7.10 or later already, and have already installed/activated some mods, the detailed steps for doing this in OBMM are as follows:
1. Start OBMM;
2. Click Utilities;
3. Select Archive invalidation;
4. Click Directly Edit BSAs;
5. Click the checkbox for autoupdate on exit and/or click Update Now;
6. Click the red X in the upper-left corner of the Archive invalidation popup to close it;
7. Click Launch Oblivion
If you didn't check the box for autoupdate on exit, then repeat this process after each time you finish installing/activating some new mods. You only need to do this once after you finish installing all the texture replacers you want to play with. You never have to worry about it again until you install more texture replacers.
The latest version of OBMM (0.7.11 or later) provides a lot of new options for the Directly Edit BSAs function. The default options may be okay, but you need to at least make sure to check the box for Generate archiveinvalidation entries on hash collision, since that setting is critical.
Here are the ideal OBMM BSA Settings (for 0.7.11 or later):
Using those settings will take care of everything for you.
As already noted, it's completely up to you whether you want to use autoupdate on exit or Update Now, or both. I find that when running with a lot of texture replacements installed, the autoupdate on exit option tends to cause an annoying delay when quitting OBMM or using the Launch Oblivion button. Since I've gotten into the habit of using the Launch Oblivion button instead of the normal launcher, and I don't install new mods nearly as often as I start Oblivion, I decided to avoid using autoupdate on exit and instead always use Update Now after I install a new mod.
If you later uninstall/deactivate some mods, you'll need to use the Remove BSA edits option. Follow these steps:
1. Start OBMM;
2. Click Utilities;
3. Select Archive invalidation;
4. Click Remove BSA edits;
5. Close OBMM;
6. Delete texture files that you want removed;
7. Start OBMM;
8. Click Utilities;
9. Select Archive invalidation;
10. Click Directly Edit BSAs;
11. You know the rest by now
If you're using .omods, you should skip Steps 5-7 and just Deactivate the .omod instead.
Download BSA Patcher
Unlike OBMM, BSA Patcher is a command-line application, although you can launch it by double-clicking the executable. BSA Patcher doesn't include as many configuration options as OBMM, but it accomplishes the same tasks and it only requires .NET 1.1, which means it will work for anyone who is unwilling or unable to run .NET 2.0. It will also work with mono, an open-source version of .NET 1.1.
The latest version of BSA Patcher (as of this writing) uses the BSA alteration code from OBMM 0.7.10 and, like OBMM, it will automatically generate an ArchiveInvalidation.txt file for you containing only the textures that could not be safely renamed in your BSA files. It includes support for several command-line options, but you can safely ignore them.
To use it, place BSAPatch.exe in your \Oblivion\Data\ folder and double-click it once to rename files in your BSA. Run it again to restore them to their original names.
NOTE: If you use either OBMM or BSA Patcher, you should not manually alter your ArchiveInvalidation.txt file. Let one of these programs do it for you. No other solutions are recommended. Never use OBMM and BSA Patcher at the same time.
Older Versions of BSA Patcher
If you have an older version of BSA Patcher, make sure you have at least the version based on code from OBMM 0.7.9. You should probably still make a backup of your BSA files before running it, just in case. Run it once to rename files in your BSA and run it again to restore them to their original names.
If you're not sure what all this is about, don't have any mods installed yet, or just need more information on how to use mods in Oblivion, please read the Oblivion Mods FAQ for more general instructions.
For more information on ArchiveInvalidation, see ArchiveInvalidation Explained. The results of our testing are summarized neatly there.
The 0.7.10 and later version of OBMM correct an issue from previous versions where several files with very similar names in the same directory (like castleintcolumndetail02.dds, castleintcolumndetail03.dds, and castleintcolumndetail04.dds) might get their textures mixed up if a replacer only replaces one of these files. OBMM now generates an ArchiveInvalidation file for only the textures that could not be renamed.
This feature is now also included in the standalone BSA Patcher, so you don't have to create your own ArchiveInvalidation.txt file for those problem textures by hand.
Go get the update from the links above! NOTE: If you previously used 0.7.8 to patch the BSAs, you must restore them with 0.7.8 before installing 0.7.10 (or later). If you forget to do this and then replace your messed up BSAs with backups, you have to delete the BSAEdits file in your Oblivion\obmm folder before it will work correctly again.
OBMM/BSAPatcher Usage Example
The following example assumes you are using OBMM 0.7.10 along with Parallax Cities 1.2 (all three parts) and LBM Weathered Direction Signs 1.3.
After clicking Directly Edit BSAs and then Update Now, OBMM reports changing 821 entries in 3 BSA files and creates an ArchiveInvalidation.txt file containing only three texture entries:
These three entries are the only textures that could not be safely renamed in the BSAs, so they are invalidated here instead.
If you don't use BSA-alteration or BSA-redirection for some reason, then the only way to convince Oblivion to load these problem textures from the individual folders rather than from the .bsa files is to specifically force it to do this by creating a special file called (you guessed it) "ArchiveInvalidation.txt".
The ArchiveInvalidation.txt lists the relative path (from the "Data" folder) of texture files you want to replace the default artwork shipped with the game.
As a result of the extensive testing reported in the ArchiveInvalidation Explained threads, we now have very clear information about how ArchiveInvalidation works and how it fails to work. Suffice to say that it can get extremely complicated.
My current best practice, based on the above-mentioned research, is that ArchiveInvalidation.txt should only list just the DDS textures from the original game that are being replaced by individual files in your Data folders. In other words, this means it should only contain entries for texture replacement mods. No meshes, sounds, or voices should be listed.
Be aware, however, that many earlier approaches recommended listing ALL your moded meshes/textures/etc. in ArchiveInvalidation.txt, regardless of whether they replace anything from the original game.
If you do use any texture replacement mods, there is a high probability you will need an ArchiveInvalidation.txt file listing these replacements (if you don't use the OBMM's "Directly Edit BSAs" feature). Without it, chances are that many of Bethesda's default textures will continue to be loaded. Also, if you have bad entries in your ArchiveInvalidation.txt file, or even in some cases if your ArchiveInvalidation.txt file is perfectly correct, you may see items in the game appearing purple or even invisible.
Given all these warnings, if you still want to try using an ArchiveInvalidation.txt file, there are several fan-created tools that will generate these file listings for you automatically.
ElChE's Oblivion Automatic Content Validator 1.0.2 (also called Automatic Content Validator) will create an ArchiveInvalidation.txt file for you automatically, and it also does some other very useful things like making sure all of your meshes have valid texture paths. Be sure to get 1.0.2 or later because it adds the option to only generate listings for replacer files. You may need to manually remove any meshes from the list it generates.
Oblivion Mod Manager, which we mentioned earlier, also has an excellent set of options for automatically creating the ArchiveInvalidation.txt. This process executes automatically every time you quit from OBMM or use OBMM to launch Oblivion. Make sure to get version 0.7.10 or later.
If you prefer to create ArchiveInvalidation.txt by hand, this will work fine, but you can probably guess that it will quickly become a huge problem to maintain all the file listings if you try new replacers very often.
If you do create it by hand, here's what you need to do.
Create a text file named "ArchiveInvalidation.txt" in your main Oblivion folder. This is not the "Data" folder, but is one level up from that, in the same folder with OblivionLauncher.exe and Oblivion.exe. The reason for placing it here is primarily to avoid accidentally overwriting it when you install a new mod.
(You can put the ArchiveInvalidation.txt into your "Data" folder if you want. It will work there as well, but be wary of accidentally overwriting it during mod installation.)
For the sake of creating an example, let's say you have two replacer mods, one that replaces the texture for Daedric cuirasses and one that replaces the texture for glass shields. Your ArchiveInvalidation.txt would look something like this:
Note that textures whose names end with "_g.dds" and "_n.dds" don't need to be listed. Other DDS files that don't need to be listed include those in the Menu directory and those in "icon" directories.
If your replacer mod came packaged with an ArchiveInvalidation.txt file, you can copy and paste the contents of the lines of that file into yours. If you do this, be careful not to accidentally paste over any lines that you've previously added for other replacer mods.
Many people claim to use a "universal" or "global" ArchiveInvalidation.txt. However, extensive testing by numerous people has determined that this approach does not work at all. It is the same as running with no ArchiveInvalidation.txt file. If someone offers advice saying you should use a file like this:
Don't believe it. It's a great urban legend, but it doesn't work.
I have released a modder's resource containing sample ArchiveInvalidation instructions that mod creators can cut and paste into their readme files. It's a bit out of date now since it doesn't yet include instructions for using Wrye Bash or BSA-redirection, but you can find it here.
This information would not exist without the help of a lot of people who contributed feedback, usage guidelines, suggestions, test results, and moral support in this thread, including:
* Ismelda Lasombra
* and many more. Thank you all!
This is adapted from my ESF thread: ArchiveInvalidation Explained (2). Unfortunately, like all the previous ESF threads on this subject, that thread has now expired and been purged from the forum. The summary lives on here.
Last Updated: 10-13-2006 11:40 AM CDT
There is a terrible beast wreaking mass destruction and chaos in the mod community. It is called ArchiveInvalidation. The purpose of our mission here was to slay this horrid creature and prevent it from respawning.
This goal has now been accomplished, but historians (and a few others, perhaps) may still wonder: From whence did this beast arise? What spurred it forth from its dank lair and into our peaceful community? The answers lie within this document and its related discussion threads.
The problems with ArchiveInvalidation described here most often appear right now for people using more than one armor texture replacer, but it could crop up anywhere Oblivion uses common filenames like "boots.dds" for more than one set of things. If you have not experienced any problems yet, it is probably because your configuration does not meet these criteria.
The extensive testing carried out by multiple users and reported in these threads makes it fairly clear that Bethesda probably never intended for anyone to have to use ArchiveInvalidation in the first place. The vast majority of textures seem to load correctly from the Data folders even without using an ArchiveInvalidation file, which explains why so many users get duped into believing that a simple three-line global/universal/generic ArchiveInvalidation has solved all their problems when in reality it has been proven to have no effect whatsoever (it's the same as having no AI file at all).
In fact, we are proposing that the only reason it's necessary to use ArchiveInvalidation at all is due to a bug in the game that causes some texture replacements to fail to load, while others load just fine. Based largely on Malifrax's contributions, we've isolated these problems to certain common directory names and perhaps even certain NIF files (meshes) that appear to have a different structure than ones which load textures correctly.
Note that you don't need to read all of this if you are using OBMM 0.7.8 or later and you select the option to "Directly Edit BSAs". Timeslip's workaround avoids the need for ArchiveInvalidation entirely in our tests.
If, on the other hand, you do intend to use ArchiveInvalidation, or just want to understand what led to such drastic measures as Timeslip's solution, then you do need to read this.
Hopefully, Bethesda will issue a patch for the textures bug at some point and all of this will become an odd historical footnote in the life of Oblivion. Until then, read on ...
ARCHIVEINVALIDATION TEST RESULTS
1) ArchiveInvalidation.txt (AI.txt) is only needed for replacement textures. Also, it is most often required for replacement textures that are specified from within a mesh (NIF) rather than specified in the CS (icons and landscape textures, for example, will usually load without being referenced in AI.txt).
2) Universal/global/generic ArchiveInvalidation methods do not work. Period. End of discussion.
3) Mesh replacers load regardless of whether they are specified in your ArchiveInvalidation.txt (AI.txt), so you don't need to list any .NIF files. If you do list them, try to only list the specific meshes that are giving you problems, and be aware of the ramifications, as described in #4 and #5 below.
4) A single entry of a common filename like "boots.dds" in AI.txt will invalidate all paths containing a "boots.dds" file that exist in both the BSA and your Data folder. It will do this regardless of whether those paths in your Data folder actually contain a "boots.dds" file and regardless of whether you have an AI.txt entry for that path. *
5) Listing a path in your AI.txt has the same effect as listing individual textures, in the sense that it causes all the items in that path to be invalidated. However, once you've listed one such folder, Oblivion will automatically invalidate all further instances of any common filenames it found in that first folder. *
If all this sounds really confusing, you're not alone. It's not easy to understand, even for computer experts, in part because it's such a crazy way of doing things that it seems in many ways like a bug in the invalidation code Bethesda implemented. Perhaps it is a bug, perhaps it is by design, we have no way of knowing.
* Credit for this discovery goes to Wonder Dog.
HOW DO I MAKE ONE?
Instructions can be found in the Oblivion Mods FAQ.
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:
In the end, I think discussions about which approach is better - listing files with no path versus listing only paths - probably won't get us anywhere, since both methods are highly imprecise and cause similar errors. Pick one and stick with it or use a mixture of approaches. I don't have enough data yet to make a recommendation one way or the other.
This is a terrible situation any way you look at it. You can extract your textures BSA into your Data folder. That will solve most of the problems, but really it's a terrible solution. If you do this, be careful not to overwrite all the mod files you've already installed. You've been warned.
Probably the only halfway reasonable approach to even begin dealing with this problem is to have a tool like ACV, OBMM, or Wrye Bash check to make sure all replaced common filenames exist in all replaced paths and warn you when this isn't the case.
I think the best we can hope for is a combination of these approaches.
1) Modders creating texture replacers for things with common names in the BSA need to package all the related files with their mod, as many are already doing; if they don't, then their mods would be subject to warnings or blocks from utilities like OBMM and ACV.
This only applies if you are making a texture replacer that affects files with common filenames like "boots.dds", "cuirass.dds", etc. In this case, you must package all of the original textures that you did not change in the directory where the textures reside, such as "textures\armor\iron", along with the ones you did change. Otherwise, the ones you did not change in that directory path will be broken on the user's system.
We've seen this over and over again with mod-makers releasing a 1.0 version of a replacer that only includes their changed files, then (after getting deluged with hate-mail) having to follow up with a 1.1 version that includes all the items in that set regardless of whether they changed the files.
Another solution would be for modders to avoid creating texture-only replacers whenever possible. You can achieve the same result in many cases by altering the texture references in an item's mesh (using NifSkope) so it points to a new directory structure with texture files that don't use the same common filenames. Since meshes are loaded automatically without any need for entries in AI.txt, this avoids the problem entirely.
2) Utilities like OBMM might warn users before they install a mod that it may cause problems, assuming the user takes advantage of the omod format; then the user can decide whether they want to ignore the warning or stop the installation process.
3) Utilities like ACV might warn users after they have installed a mod that they are likely to have problems with certain files (like it already does for meshes); the user can then decide whether they want to ignore the warning or go back and uninstall the mod.
4) Utilities like Wrye Bash might provide some combination of #2 and #3, perhaps with more advanced users in mind.
The ArchiveInvalidation problems described here are related to the way Oblivion invalidates entries in its BSA hash tables. In the Oblivion.ini, these are named:
A "hash table" is a very common method of improving performance when you've got a lot of things to keep track of. A directory structure full of files is a perfect candidate for this technology.
Unfortunately, Oblivion's invalidation routines don't seem to be very accurate about how they mark a file as needing to be replaced. It appears there is a "disconnect" in the intersection between these two tables that causes a file invalidated in one path to also get invalidated in all other paths where it exists, resulting in index "collisions" that cause Oblivion to mistakenly think a texture should not be loaded from the BSA.
Here is my first attempt at a simplified explanation of how this works. Unfortunately, I just couldn't figure out a way to make the explanation any simpler than this. (I also couldn't get any colors to work, so we'll have to settle for underscores and strikethroughs instead.) If you have an idea on how to make this explanation any simpler or clearer, please post it or send me a PM.
The FilenameStringTable and DirectoryStringTable are initialized with all the textures in the BSA file, so all the paths and names of existing default textures get indexed in the hashes.
A small sample of these two indexes might look like this:
- FilenameStringTable= shield.dds, cuirass.dds, greaves.dds, greaves.dds, helm.dds
- DirectoryStringTable = textures/armor/glass/, textures/armor/iron/
where the underscored items reside in the BSA.
If I install one texture replacer for, say, all the Glass Armor, with AI.txt entries, then the hash entries for those textures get marked as being replaced by files in the Data folders. This means these items will now be invalidated, i.e. marked as being in Data the folders rather than the BSA, so now the hash index will look something like this:
- FilenameStringTable =
shield.dds, cuirass.dds, greaves.dds, greaves.dds, helm.dds
- DirectoryStringTable =
strikethrough items have been invalidated, but the underscored items still reside in the BSA.
If you're following any of this so far, you can probably already start to see where problems will arise, since all the common filenames shared between the two armor sets have now been invalidated from the FilenameStringTable simply because we wanted to replace them for the Glass armor set.
Now, if I want to also replace the texture for just the Iron cuirass, I'm going to run into problems because the hash table entries for all the common filenames in the Iron armor folder, including cuirass.dds, have already been invalidated (i.e., marked as existing in the Data folder rather than the BSA) and now the hash index will look something like this:
- FilenameStringTable =
shield.dds, cuirass.dds, greaves.dds, greaves.dds, helm.dds
- DirectoryStringTable =
where everything in both sets of armor has been invalidated.
Because the path "textures/armor/iron/" is now marked as existing in the Data folder, and the hash already knows that path is linked to a set of files that includes shield.dds, cuirass.dds, greaves.dds, gauntlet.dds, and helm.dds, then the hash will now expect to find all those same names in the Data folders even though I only wanted to replace the Iron cuirass.
In fact, the problem is even worse than this because Oblivion immediately recognizes the new directory path textures\armor\iron\ as soon as you add it to your Data folder. It doesn't even need to be listed in your AI.txt because the Oblivion automatically scans your Data folders and recognizes that directory path as being one from the BSA that has common filenames which have already been invalidated.
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.
ElChE's Oblivion Automatic Content Validator 1.1.0
- 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).
Oblivion Mod Manager (OBMM)
- 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.)
Wrye Bash also now includes a feature to generate AI.txt, but I haven't tested it yet.
AI.txt is shorthand for ArchiveInvalidation.txt.
Man of the Year award goes to Timeslip for solving the whole AI mess by avoiding it entirely!
Aside from that, there's a very big list of very talented and somewhat crazy people who put a lot of hard work into figuring out the AI mess. The list includes:
- Wonder Dog
- Midnight Voyager
- and many, many others ... Thank you all for this herioc effort!