You can save 1.72GB on storing oblivion with a jtag console with some file copying and ini editing because the 2 data directories have alot of duplicate data used for redundancy between layers on the orginal dvd.
Copy everything from \data2\ into \data\ with out overwriting files.
You can delete then delete the \data2\ directory because it is only duplicate data.
Then make the following edits in the Oblivion.ini
remove all the data2 duplicate references
orginalCODE
sEssentialFileCacheList=Data\Oblivion.esm|Data2\Oblivion.esm, Data\Music\Special\TES4Title.xma, Data\Misc\Oblivion - Misc.bsa|Data2\Misc\Oblivion - Misc.bsa, Data\Sounds\Oblivion - Sounds.bsa|Data2\Sounds\Oblivion - Sounds.bsa
sUnessentialFileCacheList=Data\Meshes\Oblivion - Meshes.bsa|Data2\Meshes\Oblivion - Meshes.bsa, Data\Textures\Oblivion - Textures.bsa|Data2\Textures\Oblivion - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Battle\*.xma, Data\Music\Explore\*.xma, Data\Music\Public\*.xma, Data\Music\Special\*.xma
replacementCODE
sEssentialFileCacheList=Data\Oblivion.esm, Data\Music\Special\TES4Title.xma, Data\Misc\Oblivion - Misc.bsa, Data\Sounds\Oblivion - Sounds.bsa
sUnessentialFileCacheList=Data\Meshes\Oblivion - Meshes.bsa, Data\Textures\Oblivion - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Battle\*.xma, Data\Music\Explore\*.xma, Data\Music\Public\*.xma, Data\Music\Special\*.xma
This is just replacing the one data2 with data. I actually made a single Voices directory and changed the paths here.
orginalCODE
sArchiveList=D:\data\Meshes\Oblivion - Meshes.bsa, D:\data\Textures\Oblivion - Textures.bsa, D:\data\Sounds\Oblivion - Sounds.bsa, D:\data2\Voices Dialogue\Oblivion - Voices Dialogue.bsa, D:\data\Voices NonDialogue\Oblivion - Voices Nondialogue.bsa, D:\data\Misc\Oblivion - Misc.bsa
replacementCODE
sArchiveList=D:\data\Meshes\Oblivion - Meshes.bsa, D:\data\Textures\Oblivion - Textures.bsa, D:\data\Sounds\Oblivion - Sounds.bsa, D:\data\Voices Dialogue\Oblivion - Voices Dialogue.bsa, D:\data\Voices NonDialogue\Oblivion - Voices Nondialogue.bsa, D:\data\Misc\Oblivion - Misc.bsa
That alone will save you 1.72GB of space storing the game. You can also integrate the DLC content and Title updates into the the game. you save a little more space integrating the Shivering Isle DLC compared to using the original DLC container.
Title Update #1 - Version 1.1.511
filesdefault.xexp
shaderpackage.sdp
update.esp
version.txt
Title Update #2 - Version 1.2
filesdefault.xexp
DefaultCache.psc
shaderpackage.sdp
TerrainNoise.dds
update.esp
version.txt
Title Update #3 - Version 1.2.1 - can also be found on the second disc of the GOTY edition named title_update.bin
filesdefault.xexp
DefaultCache.psc
shaderpackage.sdp
TerrainNoise.dds
update.esp
version.txt
I only really use Update 3.
extract the default.xexp and update the default.xex with xextool using this command
xextool -p default.xexp -o patched.xex default.xex
you can rename patched.xex to default.xex and replace the original.
extract DefaultCache.psc to /data/Shaders/Fragments/Cached/ and overwrite the orginal.
extract shaderpackage.sdp to /data/Shaders/ and overwrite the orginal.
create a directory named Effects in /data/Textures/
extract TerrainNoise.dds to /data/Textures/Effects/
copy update.esp to a esp folder and save for later.
To install the Shivering Isles DLC extract the package and you should have the following files.
ContentFileInfo.txt
DLCShiveringIsles.esp - copy to the esp folder and save for later.
Oblivion - ShiveringIsles - Meshes.bsa - copy to \data\Meshes\
Oblivion - ShiveringIsles - Sounds.bsa - copy to \data\Sounds\
Oblivion - ShiveringIsles - Textures.b - copy to \data\Textures\
Oblivion - ShiveringIsles - Voices.bsa - create \data\Voices\ and copy to it.
Oblivion.esm - replace the existing Oblivion.esm in \data\
Add the following files to the sArchiveList= list in the ini file.
D:\data\Meshes\Oblivion - ShiveringIsles - Meshes.bsa, D:\data\Sounds\Oblivion - ShiveringIsles - Sounds.bsa, D:\data\Voices\Oblivion - ShiveringIsles - Voices.bsa, D:\data\Textures\Oblivion - ShiveringIsles - Textures.bsa
This will make Shivering Isle expansion work because DLCShiveringIsles.esp doesn't really do anything.
If you extract all the rest of the DLC containers you will find one bsa, one esp, and a ContentFileInfo.txt
copy all the bsa files to \data\DLC\ (create the directory)
Then add the following files to the sArchiveList= list in the ini file.
D:\data\DLC\Knights.bsa, D:\data\DLC\DLCBattlehornCastle.bsa, D:\data\DLC\DLCFrostcrag.bsa, D:\data\DLC\DLCHorseArmor.bsa, D:\data\DLC\DLCOrrery.bsa, D:\data\DLC\DLCThievesDen.bsa, D:\data\DLC\DLCVileLair.bsa
copy all the esp files to the directory with update.esp and DLCShiveringIsles.esp
You can now make a DLC container to put all the esp files in for Oblivion to load.
It is about a 5MB container with all the esp files.
I think it makes the game load a little faster but I haven't actually tested with a stop watch or anything. It does seem to be a shorter loading time.
You can also make the game load a little quicker by removing the intro movies. If you edit the following lines to skip the intro movies. Oblivion will use a nice loading screen which i prefer personally. I also deleted the referenced movies from \data\Video\ even though it isn't much space.
Change
SMainMenuMovieIntro=Oblivion iv logo.bik
To
SMainMenuMovieIntro=
Change
SIntroSequence=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bik
to
SIntroSequence=
The final size of the Oblivion directory is 4.98 GB with a 5MB dlc. So you end up saving a good bit of space. The orginal game alone is 5.83GB
can anyone tell me how to integrate the esp files without the dlc package? adding them to the ini doesn't seem to work with a 1.2.1 updated xex
anyway sorry for the long post just thought I would share some of my experiments. I have also installed the Unofficial Oblivion Patches to play with. I have not experimented with many mods yet though.
I forgot to mention you can build a xiso and using iso2god to make a god container out of the moded files if you want. i prefer to have my ini editable though.
I am working on a mod to for the video options menu to see if we can use the enable options and see if they work.