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Creating BSA from custom resources


Slavemaster4u

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Got a ? that I'm sure is covered somewhere here, just can't find it. The ?: Over the course of time I have created a lot of custom loose files (meshes, textures, scripts, etc.) that I would like to put into a BSA file. Here's the steps I used.


1 Put my resources in a single folder, which is the same name as my ESP. Keeping all folder tree structures in tact.


5 Using BSAOpt I then made a BSA file.


6 Put BSA into data folder and removed all my loose folders and files from data folder


7 Listed my BSA in all appropriate ini files (SResourceArchiveList2).


The esp was already activated, since I've been using these resources in game for some time.


Load new game, Changes I made from my resources aren't loading.


When I try and load the ESP in CK. My resoures are listed there but says NIF files cannot be found. It should be loading the BSA, which has those NIFs. But it's not.


Any ideas why? I also compared my BSA folder tree structure against other working BSA files from others. Mine is just as theirs. And, yes these resources were already imported and working in CK as loose files. Any constructive info would be greatly appreciated. Thanks


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Uh they're loaded two ways. The .ini or a .esm .esp with the same name as the .BSA If it's a mod though I know originally they were created with the CS, I'm not sure it matters cause the files generated were not important, an should be deleted. Meaning bsa opt would prolly be the best way cause it seems like the best packer, just gota get it to load probably.

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If you want to test things out...

 

Go to the folder where you copied all of your files.

Make sure all the folders are inside of a data folder (i.e. WorkSpace>Data>Meshes)

Run Archive.exe

Drag and drop the sub-folders from the data folder in your work space

Use that to create a new archive.

Put the new archive in the game's data folder with the ESP

Try it out in game.

 

I don't know how packing with BSAopt works. I always use Archive.exe to pack my files. One thing I learned was if the files were not inside a "data folder" they would not pack correctly and could not be used by the game. BSAopt may have a similar flaw.

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I'm @ work right now, but when home tonight will try the Archive program to pack the BSA. I used the same file structure as the Skyrim file structure.

Their BSA's don't have a data folder as first folder. Ex: Skyrim - Textures when unpacked is Skyrim - Textures -> Textures -> then whatever folders, files go with textures. There is no data folder then textures. My folder structure is: Resources -> lodsettings, meshes, music, scripts, sound, textures.

One thought I had was, is there a BSA size limit, where the game can't load if over that limit. Might have to make several BSAs if there is. Does anyone know if there is a size limit? My Resources BSA is about 2.5gb. Anyway will try the Archive way tonight and let you know what happens. Thanks for the replies.

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Yes there is a files size limit. Look at all the BSAs from Bethesda and you'll see that the largest is around 1.8 GB. To be safe try not to go over 1 GB.

 

I know the stock BSAs don't have a data folder in them. What I'm saying is that if the files themselves are not inside of a data folder when the archive is created, it may not pack correctly. I did that to a mod once. I had them in a workspace folder without a data folder and the BSA failed to work. After putting the files under a data folder and repacking, the new BSA worked.

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OK. First, thank you all for input. Here's the latest update. Put files in a data folder on desktop. In there put folders, keeping vanilla folder struture. Open Archive app. Loaded data folder into. Packed. Archive created 2 files, a Bsl and a bsa file. Put these in game data folder. Overwrite bsa already in there. (Already made a backup of first BSA). Loaded via SKSE, created new game. coc Riverwood. Changes there that should of been aren't. coc Whiterun no expected changes there either. Quit game. Load CK, load esp. In CK resourse items in object window, but can't preview.

Then did process above, except I put the loose textures back in data folder. And created new bsa. Size of bsa 1.73gb. Put this new bsa and did as above starting new game. coc Riverwood and got a surprise. Changes were there. coc riverwood. My changes were there, but all stone wall purple. Means vanilla assets missing, but my assets should be replacing and their not. Allother changes appear fine, all other stone is fine, even my red marble dungeon stone is there. I guess the game don't like my choice of stone walls. And yes I did remove those assets from Skyrim bsa assets, since I replaced them. And they were loading as loose, So I guess I'll have to just leave those assets loose in data folder. The game was working fine before, just wanted to lower the 32gb data folder size a bit. They say if it ain't broke don't fix it. Guess I like to make work for myself. Anyway, I think I got it somewhat figured out, So thanks everybody for your excellent feedback. I figure this issue is resolved. At least until I create another problem. :)( In closing always remember, there is no computer problem until you see smokes coming from the ports!!!!! Bless you all, dog outta here.

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Pretty much locate those textures an unpack, unless you wana start over. You could split it in half, but it's a pain to create. Just remember it's loaded by having a .esp that shares the name of the .BSA or set in the .ini via a .exe or manual edit. So far as I know. Then the .BSL is useless, delete it. I don't remember but I think it's a log file. Then my install is over 45Gb, an I don't really care enough about it yet to fix. The only real possible issue I saw was textures going black, which is fixed by saving, an main menu loading of the save, which is probably a good idea for everybody depending on how well the game works, better than PCB or fast travel, ect, as a way to clean up the dump of junk in RAM. Though I use default preloading an cell amounts, cause I'm lazy an busy. I got 4Gb of Vram though cause I make content an some of the stupid things I try need memory. Anyway, as to what probably happened. Whatever invalidation happened got locked into the save game an then it was switched to a .bsa which could have caused it. That or it's the vanilla texture BSA optimizer, an the created modified dates of it are later than your .BSA besides the fact that creating .BSA is kind of hard to begin with. The CK does it, an that's how it started, idk if that would be better or worse, I'd rather go with bsaopt but it's a preference that just cause I started with that recently.
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Kimberj: As I stated earlier, my bsa is same name as esp. I also did this with BSAopt before trying with Archive.exe. And still have that BSA and the difference in size was under 100mb. So not much differance there. Also I do not use the Texture Optimize program. Tried it at one point and found it worked great with game. But the CK had a lot of issues loading the textures. My better half and I both play and edit this game. So I thought by doing this it would make the data folder smaller and make it easier for her to find her stuff. But after talking about the issue here. We have decided to leave it the way it was and keep better notes in the future. Also, as stated above. I always test things with a new game not a save. Totally agree with you about the junk building up. About the time you get to level 50 you got so much junk in the trunk that your Player Character starts behaving like a drunk sailor on a long Sat. night. ;) Anyway, its been good chatting and very informative, but I'm going to sign off this topic, and thank you everyone for helping to simi solve issue.

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