Oblivion bsa unpacker
Author: b | 2025-04-25
Download BSA Commander unpacker for The Elder Scrolls 4: Oblivion - torrent file:, : The utility for creation, editing and unpacking of bsa-archives. Installation Oblivion; Article link: Bsa: unpacker tutorial Hello, heres a quick tutorial on how to unpack the Oblivion BSA's. There has been a bsa unpacker with a gui made by Timeslip.
BSA Unpacker - the Oblivion ConstructionSet Wiki
Utilize the same resources from a BSA file loaded from another mod? If the latter is the case, must the mod that "owns" the BSA file load before any other mods that want to make use of the BSA file? Or can the BSA file load at any time?Is there a logical limit to the size a BSA should be? Oblivion breaks up many BSA files into seperate meshes, textures, and voice files. Ultimately, once I finalize my list of mods, I want to streamline my BSA files so that I have a single Oblivion - Textures.bsa, Oblivion - Meshes.bsa, Oblivion - Voices.bsa, etc. But I don't want to break anything by doing this (there are seperate BSA files for DLC content, but I assumed this was just because the contect was released seperately from the main game, not because the files could not be merged into the original BSA files.And finally (for now at least), is there any reason that I have not considered why I should NOT be using BSA files in favor of individual files?Thanks in advance for your replies!-RMWChaos About this mod Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Comman Requirements Permissions and credits Mirrors Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Commander to .bsa files - BSA commander may work as command line utility[0.98.2] ADD: sort list of files in various modes FIX: updated version of ZLIB - solve some troubles[0.98] ADD: command line mode[0.97] FIX: files and dirs order ADD: flags wizards[0.96] FIX: individual compression file bug.PS: I don't have complete info about Archive Flags and Files Flags in .bsa header. You need enter their values manually. If you create compressed archive, it force to setting bit 3 in Archive Flags. your comments and suggestions to [email protected]BSA unpacker at Oblivion Nexus - mods and community
My problem: 300+ mods with their meshes, textures, .esp, and .esm files making my Oblivion gaming life a nightmare - and Wrye Bash has it's ~256 .esp limit, so no help there. Well, some help.My Solution: Merge what .esp files can be merged, and archive most or all resource files into BSAs.While I know how to extract, modify, PyFFI the .nif files, and create new BSA files, there are some things that I don't know and would like to understand before I completely fubar my Oblivion install. So here goes...Are BSA files inherrently more efficient for Oblivion than individual files or quite the opposite? In other words, does the Oblivion game engine run more efficiently when files are stored as BSAs than as independent files in /meshes or /textures folders? Or does it really matter? Or do they actually slow the game down such as loading time, etc.? Does compression during BSA creation affect performance in any way, short of loading time?When installing a mod, we use some method of ArchiveInvalidation, either editing the ArchiveInvalidation.txt file, using BSA redirection, applying the ArchiveInvalidation Invalidated! mod, etc. Is this necessary if you create a BSA of mod files? Does a BSA file loaded in a mod automatically override the files in earlier loaded BSA files such as Oblivion.bsa? Or do you still need to use an ArchiveInvalidation method? Does using a BSA file defeat any of the above mentioned Archive Invalidation methods?If a BSA file is named the same as a mod (.esp or .esm) for instance "MyMod.bsa" and "MyMod.esp", do you still need to register it in Oblivion.ini, or is it only necessary to register BSA files that are not tied to a mod? As I understand it, Oblivion.ini BSA registration has a limit of like 256 characters. If all BSA files must be registered, is there a way to work around this limit?Does using a BSA instead of individual files defeat distantLOD generation (TES4LODGen)? Do I need to generate new LOD files with the files in the BSA unpacked first? Suppose one BSA file conflicts with another, and I am correct in assuming that the last loaded BSA file takes precedence ... how would that affect distantLOD creation?When loading mods with individual files, the last installed mod is the one whose meshes and textures are used because they overwrite earlier installed mods. The load order then does not affect the resources, just the .esp and .esm files. However, if instead each mod has it's own BSA file, then resources are not overwritten. So I assume that the load order now determines which resources are used. Is that correct? The BSA of the last mod loaded will override (not overwrite) earlier BSA files with the same internal resource names? Or does it result in other weirdness such as googly eyes?In order for a mod to make use of the resources in a BSA file, must the resoures be included in the BSA file attached to the mod? Or can a mod. Download BSA Commander unpacker for The Elder Scrolls 4: Oblivion - torrent file:, : The utility for creation, editing and unpacking of bsa-archives. Installation Oblivion;BSA Unpacker Tutorial - the Oblivion ConstructionSet Wiki
Dernière version de ces mods, extrayez-les et placez-les dans votre dossier Plugins (\Oblivion\Data\OBSE\Plugins) :- Blockhead requis pour la révision du personnage du mod Oblivion.- MenuQue requis pour que d'autres mods fonctionnent.- Pluggy Téléchargez et installez Pluggy v132.- Elys Universal Silent Voice Utile pour jouer à des mods sans doublage.- Custom Enhanced Camera Vous pourrez voir vos pieds si vous regardez au sol. Il s'agit d'une version fixe du mod original compatible avec Oblivion Reloaded.- Diagonal Move Permet un mouvement en diagonale, inspiré du mod NV "mouvement en diagonale".- SkyBSA Une optimisation du comportement de chargement du .bsa.- OBL Mod Limit Fix Supprime la limitation lorsque vous avez trop de fichiers .esp .esm et .bsa dans votre dossier Data. Cela rend la fonction fantôme de Wrye Bash redondante.Patchs non officielsInstallons maintenant les correctifs non officiels. Téléchargez-les manuellement ici (ne jamais utiliser le téléchargement NMM) :Unofficial Oblivion Patch Unofficial Shivering Isles Patch (si vous avez une extension SI)Unofficial Oblivion DLC Patches (si vous avez les autres DLC)Faites-les glisser et déposez-les dans l'onglet "Installateurs" de Wrye Bash. Vous pouvez voir dans l'onglet "Filtre Esp/m" que ces mods ont des fichiers .esp. Vérifiez-les tous (ils devraient être vérifiés automatiquement par WB), sauf si vous n'avez pas de DLC, dans ce cas décochez ce que vous n'avez pas.Installez-les et activez les fichiers .esp dans l'onglet Mods.Ces fichiers .esp doivent être chargés après les fichiers de base DLCxxxx.esp afin qu'ils puissent fonctionner correctement, et avant le patch basshed. Vous pouvez utiliser BOSS pour le faire automatiquement.Décompresseur Oblivion BSAIci. Téléchargez et extrayez les fichiers, puis cliquez sur l'exécutable. Vous devrez entrer le chemin de votre dossier Oblivion.Cela décompressera les fichiers .bsa d'origine, réduisant ainsi les bégaiements et les temps de chargement.(facultatif) CTD and Memory patch ENBOOSTCe patch peut améliorer considérablement la stabilité si vous avez de la Repack only again (44MB compressed and 88MB decompressed) also crash on startup :S mimi_lys Posts: 3514Joined: Mon Apr 09, 2007 11:17 am » Mon May 14, 2012 9:59 am I promise, my solution in the first reply is why the game is crashing. I had the same problem. .bsa files for Oblivion and Fallout have a different file header then .bsa files for Skyrim. When you repack a .bsa with FOMM it assumes you're making a .bsa for Fallout, so it sets the headers for fallout. Skyrim tries to access what it sees as a fallout archive, and explodes. Just change the header bytes manually, problem solved. You can just open the mesh.bsa that you originally unpacked to see what the bytes should be, if you didnt follow exactly which ones to change.Yes, you are right. Algorithm for .bsa files on Skyrim is diferent and with hex editor would work. Thx for reply xD Nikki Lawrence Posts: 3317Joined: Sat Jul 01, 2006 2:27 am » Sun May 13, 2012 10:54 pm I know this and with .bsa animation unpack and repack only again (44MB compressed and 88MB decompressed) also crash on startup :SYou could try use the "copy"-option. This all develops so fast I haven't even run the game yet. I only compared the BSA-headers and in theory they should be fine. I appreciate feedback. Mizz.Jayy Posts: 3483Joined: Sat Mar 03, 2007 5:56 pm » Mon May 14, 2012 2:29 am Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.Is archive invalidation necessary again with the 'new' engine? Benji Posts: 3447Joined: Tue May 15, 2007 11:58 pm » Mon May 14, 2012 11:44 am Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.This is not correct. People have unpacked and PyFFI'd the vanilla Oblivion meshes, then repacked them as BSAs and have got significant performance increases.Is unpacking the bsa files safe? : r/oblivion - Reddit
This has been giving me a headache for the past couple days now.I've rigged together a compilation mod of Roberts Male Body, Hgec ECup, and Protective Female Armours. The good news? The .esp works, and everything loads dandily when the mesh and texture files are installed as loose files.But when packing them into a .bsa? Nada, might as well be playing Vanilla. I've tested this repeatedly with a completely stock install.Wrye Bash's BSA Redirection? Nada.Redate the .bsa files (with the above), with Oblivion's given creation dates at 2006, and the compilation mod at 2017? Nada.Oblivion Mod Manager's BSA Redirection? NadaRedated the .bsa files again? NadaArchive Invalidation Invalidated? NadaRedated the .bsa files again? NadaI've tried the above steps again and again, with different levels of bsa compression, and with different tools. Doesn't matter if I use OMM's BSA Creator, BSAOpt, or BSACommander, the replacer .bsa won't load.It's right bizarre. I can access Shivering Isles and such, so loading new assets from .bsa files is working fine. But mesh and texture replacers won't work for me, unless they're loose. Which is a bloody nightmare, as I want to keep my data folder tidy. I do plan on making mods myself, after all.With Skyrim, .bsa files just worked, replacers and non-replacers alike. Fallout New Vegas? Archive Invalidation sorted that out right quick. It's only Oblivion that's giving me the finger.And yes, the file paths are correct. The BSA shows the topmost folders as Meshes & Textures, just like with the vanilla .bsa files. The filenames are as well, and appending " - Main" to it did nothing, nor did separating the files into two .bsa files, one for textures and the other for meshes.So aye, what do? I've upload an archive of the .bsa and .esp file to Mega, if anybody fancies poking around in there: Edited April 13, 2017 by FiftyTiftyBSA Unpacker MW at Oblivion Nexus - mods and community
Unpack and repack .bsa files? I would like unpack .bsa and repack without compress for improve performance (.bsa files have 100% compression, meshes .bsa is 1,4GB default and unpack are 2,8GB) but I tried do it with FOMM and skyrim crashed on startup with .bsa files decompressed with FOMM. Anyone know .bsa tool working on Skyrim .bsa files? or we need waiting for new tools for Skyrim? Sorry for my bad english Queen Posts: 3480Joined: Fri Dec 29, 2006 1:00 pm » Mon May 14, 2012 10:41 am I would like unpack .bsa and repack without compress for improve performance (.bsa files have 100% compression, meshes .bsa is 1,4GB default and unpack are 2,8GB) but I tried do it with FOMM and skyrim crashed on startup with .bsa files decompressed with FOMM. Anyone know .bsa tool working on Skyrim .bsa files? or we need waiting for new tools for Skyrim? Sorry for my bad english Use a hex editor. FOMM sets the 5th bit to 67 and the 14th bit to 07. They should be 68 and 00, respectively, for Skyrim. Can't comment on whether uncompressing is actually worthwhile though.Least I think its the 14th bit...either way, change whatever bit is 07 to 00, in the first line. Catherine Harte Posts: 3379Joined: Sat Aug 26, 2006 12:58 pm » Sun May 13, 2012 9:08 pm Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides. dell Posts: 3452Joined: Sat Mar 24, 2007 2:58 am » Mon May 14, 2012 6:52 am Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.I won't modify files, i would like unpack .bsa files only and repack without compress for FPS performance as oblivion. Epul Kedah Posts: 3545Joined: Tue Oct 09, 2007 3:35 am » Mon May 14, 2012 7:53 am Have your tried. Download BSA Commander unpacker for The Elder Scrolls 4: Oblivion - torrent file:, : The utility for creation, editing and unpacking of bsa-archives. Installation Oblivion;BSA Unpacker? : IV - Oblivion - Game Skyrim Forum
Contents1 Overview2 Extracting animations from Skyrim3 Animations in 3ds max4 Exporting animations to Skyrim5 Notes6 Credits7 AuthorOverviewThis is a simple workflow for working with animations in Skyrim. Basic 3d modeling tool competency is assumed. This tutorial will extract animations from Skyrim, modify them in 3ds max or a similar editor, and export then back into Skyrim. This tutorial does not cover use of 3d modeling tools, or actually making the desired animations.Get a BSA Unpacker. Some choices include Fallout Mod Manager, or you could do a search on SkyrimNexus.com. Open up "Skyrim - Animations.bsa". Browse to the actors\characters folder, select everything in there, and extract to a temporary folder. Make sure the directory structure is intact. Go grab Havok Command Line Tools 1.4. Install this preferably in the same folder as your temporary folder with the animations. Make a new temporary subfolder (i.e. "anim-out") in the temporary folder you used above. The resulting folder structure looks something like this: Open up a command prompt in that directory and type (change "anim-out" to your temporary subfolder): hkxcmd exportkf "skeleton.hkx" "animations" "anim-out" Now the files should be ready to load into 3ds max. Animations in 3ds maxThis example will use 3ds max 2012. Really, you can use any version you want.Import a skeleton.nif. You may have to use your BSA unpacker again, this time on "Skyrim - meshes.bsa", to obtain that file. Not sure how much the settings matter here, but be sure "import skeleton" is checked. Import a .kf file that you just extracted. This demo will use "1hm_attackleft.kf". Make sure all boxes are checked in the import dialog. Edit your animation. Covering animating is beyond the scope of this tutorial, and frankly enough I'm not an artist. Be sure to have proper "note" blocks for your animations, which are visible under Graph Editors > Track View - Dope Sheet. You may wish to refer to previous TES tutorials for this. When finished, export the animation. Make sure to use these EXACT settings as shown below. Exporting animations to SkyrimOpen up your animation in NifSkope to make sure it's not empty, etc: Open up a command prompt in that directory and type (where "test" is the name of your animation): hkxcmd convertkf "skeleton.hkx" "test.kf" "test.hkx" Put your animation back into the Data folder under the appropriate directory. Try it out in game! NotesYou may see missing nodes (such as the oneComments
Utilize the same resources from a BSA file loaded from another mod? If the latter is the case, must the mod that "owns" the BSA file load before any other mods that want to make use of the BSA file? Or can the BSA file load at any time?Is there a logical limit to the size a BSA should be? Oblivion breaks up many BSA files into seperate meshes, textures, and voice files. Ultimately, once I finalize my list of mods, I want to streamline my BSA files so that I have a single Oblivion - Textures.bsa, Oblivion - Meshes.bsa, Oblivion - Voices.bsa, etc. But I don't want to break anything by doing this (there are seperate BSA files for DLC content, but I assumed this was just because the contect was released seperately from the main game, not because the files could not be merged into the original BSA files.And finally (for now at least), is there any reason that I have not considered why I should NOT be using BSA files in favor of individual files?Thanks in advance for your replies!-RMWChaos
2025-04-21About this mod Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Comman Requirements Permissions and credits Mirrors Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Commander to .bsa files - BSA commander may work as command line utility[0.98.2] ADD: sort list of files in various modes FIX: updated version of ZLIB - solve some troubles[0.98] ADD: command line mode[0.97] FIX: files and dirs order ADD: flags wizards[0.96] FIX: individual compression file bug.PS: I don't have complete info about Archive Flags and Files Flags in .bsa header. You need enter their values manually. If you create compressed archive, it force to setting bit 3 in Archive Flags. your comments and suggestions to [email protected]
2025-04-21My problem: 300+ mods with their meshes, textures, .esp, and .esm files making my Oblivion gaming life a nightmare - and Wrye Bash has it's ~256 .esp limit, so no help there. Well, some help.My Solution: Merge what .esp files can be merged, and archive most or all resource files into BSAs.While I know how to extract, modify, PyFFI the .nif files, and create new BSA files, there are some things that I don't know and would like to understand before I completely fubar my Oblivion install. So here goes...Are BSA files inherrently more efficient for Oblivion than individual files or quite the opposite? In other words, does the Oblivion game engine run more efficiently when files are stored as BSAs than as independent files in /meshes or /textures folders? Or does it really matter? Or do they actually slow the game down such as loading time, etc.? Does compression during BSA creation affect performance in any way, short of loading time?When installing a mod, we use some method of ArchiveInvalidation, either editing the ArchiveInvalidation.txt file, using BSA redirection, applying the ArchiveInvalidation Invalidated! mod, etc. Is this necessary if you create a BSA of mod files? Does a BSA file loaded in a mod automatically override the files in earlier loaded BSA files such as Oblivion.bsa? Or do you still need to use an ArchiveInvalidation method? Does using a BSA file defeat any of the above mentioned Archive Invalidation methods?If a BSA file is named the same as a mod (.esp or .esm) for instance "MyMod.bsa" and "MyMod.esp", do you still need to register it in Oblivion.ini, or is it only necessary to register BSA files that are not tied to a mod? As I understand it, Oblivion.ini BSA registration has a limit of like 256 characters. If all BSA files must be registered, is there a way to work around this limit?Does using a BSA instead of individual files defeat distantLOD generation (TES4LODGen)? Do I need to generate new LOD files with the files in the BSA unpacked first? Suppose one BSA file conflicts with another, and I am correct in assuming that the last loaded BSA file takes precedence ... how would that affect distantLOD creation?When loading mods with individual files, the last installed mod is the one whose meshes and textures are used because they overwrite earlier installed mods. The load order then does not affect the resources, just the .esp and .esm files. However, if instead each mod has it's own BSA file, then resources are not overwritten. So I assume that the load order now determines which resources are used. Is that correct? The BSA of the last mod loaded will override (not overwrite) earlier BSA files with the same internal resource names? Or does it result in other weirdness such as googly eyes?In order for a mod to make use of the resources in a BSA file, must the resoures be included in the BSA file attached to the mod? Or can a mod
2025-04-18