alright so...now taht we have access to the content, we can edit files on the disc, and possibly get mods up and running on the 360. Ive already seen on x-h some guys edited the oblivion.ini file and getting it to work. They had some trouble with offsetting the data in the image, but they just had to keep the content they modified the same number of bytes.
Now, Ive been trying today to accomplish something, so Ive started big (i know i know.....) trying to see if i can get the Natural Environments mod working on the 360.
natural environmentsthis is starting (relatively) small with some mesh files, textures, and sounds. Ive unpacked all the .bsa's from the 360 oblivion content, and added all that from the natural environments mod. And this is where I come across the first roadbump. The ESP files for controlling the mod...I dunno quite what to do with them. Over on the official oblivion forums someone suggested merging the esp's into the main Oblivion.esm file, but I think some paths might need to be edited in the esp's as the content is now located inside a bsa archive.
some things I am not able to figure out myself, but I think need to be understood for anything to work are:
1. how the PC oblivion stores information regarding how it knows to load the ESP's
2. how the content in the .bsa archives on the xbox360 are read. they are cached onto the hdd (or so it seems from reading the .ini) but are the files in the archives decompressed on the fly, or are the files unzipped in the hdd's cache? Are they mounted and read like VFS...
Also, I dont have oblivion for the pc, and i realize that it would probably having it and knowing a little about modding it on the pc would help the cause, which is why I ask for anyone that has any input at all to post anything that you think might help. Thanks
edit here is a post from oblivion forums:
http://www.elderscrolls.com/forums/index.p...howtopic=494100This post has been edited by enixn: Jul 1 2006, 03:13 AM