can I use Qarl's texture pack III with Natural Environment mod?

venkman

Diamond Member
Apr 19, 2007
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I'm interested in this also. Please let me know if you find anything out. Also, would there be any issues using old save games with NE?
 

EvilComputer92

Golden Member
Aug 25, 2004
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I'm using them both. They have no problems running together as long as you install Natural Environments after Qarls Textures.

No save game issues that I can remember.

On a side note, is anyone playing this game on nvidia 174.74 drivers and getting serious texture corruption after about 5 to 10 minutes of play?
 

iskim86

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Jul 6, 2001
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www.isaackim.org
oh yeah, and if I uninstall my NE (since i installed it before QTP), do i have to reinstall QTP and then again install NE? or can i just uninstall my current NE and install an updated version immediately with no problems?
 

EarthwormJim

Diamond Member
Oct 15, 2003
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I think quarl's just would overwrite some dependencies for natural environments.

If you really want to have both, I'd honestly suggest a fresh install. Install the latest official patch, then install the latest unofficial patch. Then do quarl's. After quarl's you should be good to install most any mod. Provided the mod isn't specifically incompatible with quarl's.

If you don't want to do all that work, just install quarl's and see if you have any issues. If not you're probably good to go.
 

EvilComputer92

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Aug 25, 2004
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Originally posted by: iskim86
oh yeah, and if I uninstall my NE (since i installed it before QTP), do i have to reinstall QTP and then again install NE? or can i just uninstall my current NE and install an updated version immediately with no problems?

It won't really make much of a difference. The only that might be replaced are a few sky textures by Qarls. It doesn't really cause any major conflicts. I would say if the game runs and looks fine just leave it as it is.
 

giantpinkbunnyhead

Diamond Member
Dec 7, 2005
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Well, I've been using both mods together for some time and I'm getting the benefits of both so I'd say it works.

Also, FWIW it is possible to let mod manager handle Qarl's. It just takes a stupidly long time to create the omod for it. It took about an hour for QTP3 to go omod. Seems to work fine that way.
 

Urtho

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Feb 9, 2000
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Sign up for free and use one of the "wait-but-free" servers. I've never had to wait more than a few minutes anytime I've had to download something from them. Mildly annoying but what do you want for a 2 GB download? Maybe check the official mod forums for a torrent, but I never saw one offered.

EDIT -> This page The Oblivion Texture Overhaul

has a link to an older version:

Qarl's Texture Pack 3 v1.2

if you're dead set against using Fileplanet.
 

Throckmorton

Lifer
Aug 23, 2007
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Originally posted by: Urtho
Sign up for free and use one of the "wait-but-free" servers. I've never had to wait more than a few minutes anytime I've had to download something from them. Mildly annoying but what do you want for a 2 GB download? Maybe check the official mod forums for a torrent, but I never saw one offered.

EDIT -> This page The Oblivion Texture Overhaul

has a link to an older version:

Qarl's Texture Pack 3 v1.2

if you're dead set against using Fileplanet.

Great website. Thanks for posting it
 

Throckmorton

Lifer
Aug 23, 2007
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Originally posted by: EvilComputer92
Originally posted by: Throckmorton
Hmm, I installed Qarl's III and ran this program (http://timeslip.chorrol.com/obmm_download.html) like Qarl says, but it doesn't seem to be working. How do you make a texture mod work? I followed the instructions exactly.

You don't need OBMM for Qarls. All you do is extract it straight to your oblivion data folder. There is no need for a mod manager.

Qarl's readme said to run OBMM.

I don't know what else I'm supposed to do to make it work.
 

Urtho

Member
Feb 9, 2000
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Read this link: Oblivion Mods FAQ - Archive Invalidation

Basically, you use OBMM to cause the game's engine to not use the standard data files and have it use your replacement textures (or whatever other replacer mods you're using) instead. The game needs to have this done explicitly via the various methods outlined so that it knows to use the new textures as opposed to the default ones contained in the .BSA files that ship with the game as it can sometimes get confused and use those original files if it isn't done correctly.

If you want all the technical details, go here (read down, the first section is a copy of the above link):

ArchiveInvalidation Destroyed

but that isn't really necessary if you just want to play the game with your mods without knowing the inner workings of how overriding mod files works.

I know that this is a fairly complicated setup stage just to use some mods, but it does work if you do things correctly. When I last played Oblivion I had well over 150 mods and various replacement data files (textures and so on) and everything worked together great for the most part, aside from the occasional CTDs that all Oblivion players have to deal with.
 

Throckmorton

Lifer
Aug 23, 2007
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Originally posted by: Urtho
Read this link: Oblivion Mods FAQ - Archive Invalidation

Basically, you use OBMM to cause the game's engine to not use the standard data files and have it use your replacement textures (or whatever other replacer mods you're using) instead. The game needs to have this done explicitly via the various methods outlined so that it knows to use the new textures as opposed to the default ones contained in the .BSA files that ship with the game as it can sometimes get confused and use those original files if it isn't done correctly.

If you want all the technical details, go here (read down, the first section is a copy of the above link):

ArchiveInvalidation Destroyed

but that isn't really necessary if you just want to play the game with your mods without knowing the inner workings of how overriding mod files works.

I know that this is a fairly complicated setup stage just to use some mods, but it does work if you do things correctly. When I last played Oblivion I had well over 150 mods and various replacement data files (textures and so on) and everything worked together great for the most part, aside from the occasional CTDs that all Oblivion players have to deal with.

Thanks. Qarl's readme has instructions for an older version of OBMM, and I thought I was doing the right thing, but apparently not. I did BSA alteration instead of BSA redirection


Edit: Wait, not sure if that will work. Screenshots on there show the same old version that Qarl's readme did...
 

Throckmorton

Lifer
Aug 23, 2007
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Originally posted by: EvilComputer92
Originally posted by: Throckmorton
I give up, this is ridiculous. The instructions on that site don't work. Outdoor textures in Oblivion look HORRIBLE.

http://screenshot.xfire.com/sc...67b23603c87f1f4210.png

You need an LOD texture mod. Qarl only helps with close range textures.

This site talks about those but don't give a link. I thought it was included in Qarl's which they did link to...
http://devnull.devakm.googlepa...bliviontextureoverhaul

Edit: Oops, they do link to Qarl's http://planetelderscrolls.game...ionMods.Detail&id=2246

But are the 4096 textures included in QTP III? There's no link to the "BT 4096x4096" textures, even though they show those in the comparison.
 

EvilComputer92

Golden Member
Aug 25, 2004
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Originally posted by: Throckmorton
Originally posted by: EvilComputer92
Originally posted by: Throckmorton
I give up, this is ridiculous. The instructions on that site don't work. Outdoor textures in Oblivion look HORRIBLE.

http://screenshot.xfire.com/sc...67b23603c87f1f4210.png

You need an LOD texture mod. Qarl only helps with close range textures.

This site talks about those but don't give a link. I thought it was included in Qarl's which they did link to...
http://devnull.devakm.googlepa...bliviontextureoverhaul

Edit: Oops, they do link to Qarl's http://planetelderscrolls.game...ionMods.Detail&id=2246

But are the 4096 textures included in QTP III?

You need to get them separately.