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Oblivion rough install guide
Starting the Land Scaping part of this World Scaping section with installing ChainsawXIV's Detailed Terrain and Mikal33's Improved Trees and Flora 2. After download from the TESNexus I unpack everything and then combine all files into two simple files which I use to make the OMODs. As a remark, while downloading maczopikczo's Detailed Terrain shaders and textures mod I got the warning that Detailed Terrain is a prerequisite for this download but I do not think so for maczopikczo' is exactly the same as the Detailed Terrain download ... I make a new file of "Detailed Terrain shaders and textures" and " Imperial Roads" by adding the IR textures into the DT texture\landscape folder and - following Alanet's advice for OR users - I do not use the DT shaders. After this I use OBMM to make an OMOD file - "Detailed Terrain and Imperial Roads 1.0" - of the modified "Detailed Terrain shaders and textures". With this done I compare this modified "Detailed Terrain shaders and textures" folder with the content of my oblivion\data\textures\landscape folder and make an OMOD backup of the files about to be overwritten which I name "Detailed Terrain_Default 1.0". With this done I do the same for Mikal33's Improved Trees and Flora 2. After these preparations I install first "Detailed Terrain and Imperial Roads" and then "Improved Trees and Flora 2", since neither of these mods use plugins there's no need for using either BOSS or Wrye Bash and because I'm using Quarn's "ArchiveInvalidation Invalidated" my new textures will be used in game so all I have to do next is TES4LODGen and then tes4ll_ultimate, tes4ll_normalmaps and tes4ll_tes4qlod, after this defragmentation and reboot. After this I have a look in game ...
In this vid I'm installing Quarn's ArchiveInvalidation Invalidated. With this I force the game to look for its meshes [etc] in the data\meshes [etc] before searching them in the bsa files. Do not know if it is necessary if using Wrye Bash but don't think it's a problem either :)