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Scd2112

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About Scd2112

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    Skyrim LE, SE

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  1. Mods all shapes and sizes!
  2. It should be there I was just there not long ago if I remember right you have to log in and create and account then select tools download and so on.
  3. Ok So as I stated above my tutorial is flawed - I will atempt to fix it when I figure out how. So Any way I found another tutorial on Bethesda.Net and will post it here in part only to ask "Is there an easier way" for those that know how to package a mod into a BSA prior to post. Thanks Below is the Bethesda.Net tutorial Note: This is not my Work and I did not create this tutorial only requesting help for those that know. From what I understood and feel free to correct this procedure if you feel its wrong. The Archive tool in the tools should not be used.( doesn't compress and doesn't convert ) The archive tool in the CK is bugged and doesn't pick all the items in a mod The CK inner packer is the one to be used , the other in loose folder is old and not supported Pick all the loose files of the mod and drop into the Data folder ( the loose files are needed and shoudl be used from the CK to load the mod ) load the esp and save ( this generates possible extra content that might bee needed like facetint files and facegen ) login to BethnetSelect create archive and pick windows delete all the listed items go into each folder of your mod and drag and drop the loose files ( not the folders ) into the window proceede to do this for each single file needed for the mod, the paths will be automatically setup in the archiver listonce finished loading all the needed files into the list export that list as archive file to be used later .pack the files for pc and it will ask two saves , one for normal BSA and one for Textures BSA that will be converted and compressed ( here is the big difference with the other external archive tool in theloose folders)save the bsa file just like the name of your esp and the textures one like "yourmodname - Textures.bsa" this will pack the files and allow to be uploaded for pcNow create new archive , delete the files in the list and import the archive list exported at point 7 pack the files for xbox , but save those inside the subfolder of data called "XB1" and not simply in the data folder save as naming at point 10 now save and close in the creation kit ini, set under [Archive] at the line SResourceArchiveList2=Skyrim add the line "Mymod.bsa, Mymod - Textures.bsa" of course renaming to your mod name. delete the loose folders load the CK again checking that the files are correctly loaded by using simply the bsa of the pc version login to bethnet upload for PC , follow the procedure create a mod name and description overwrite files if you created a mod in precedence and you are updating its content. repeat procedure at 19 for console. Note that the new texture pack will be considerably smaller than the original file size, for example my Conan hyborian age file size was over 700 mb in original bsa from skyrim , now its like 300 mb, I checked that unpacking it opens into over 600 mb so seems to be correct. The Archive tool in the "tools" directory is the exact program CK itself calls up and uses to pack bsa files. However, unlike CK, it expects the user to actually know which boxes to tick in order to choose proper compression and such. Given most noob modders, this means "just use CK" ... otherwise, yes, saving the esp is important because CK might indeed add extra content (usually head/face parts). PC does not require the textures to be separated into a textures bsa, but yes..CK will do it anyway. I really prefer for folks to actually plug the mod into their own Skyrim, load it up, make sure it works IN-GAME, then (and only then) publish....but close enough.
  4. Also a helpful link if this tutorial does not help your situation - https://www.creationkit.com/index.php?title=Archive.exe
  5. DO NOT USE - This tutorial is Flawed. Please Read Below for Answers: Hello So I originally posted a request for help with TESArchive for Skyrim Special Edition as I was having issues attempting to create my own BSA/BSL files for my mods. Anyway, I figured it out and created a small Tutorial for anyone who might need it. It works for me and maybe it will help a few of you. For Mod Authors How to create/package a basic BSA/BSL Archive for your mod prior to publishing. This tutorial assumes you have at least logged in and downloaded the creation kit and associated tools from Bethesda.Net. Also written for use with Skyrim Special Edition and requires the use of Mod Organizer v2.1.5 or higher. Step 1 - Move your finalized mods files to your desired location - I.E. Desktop Step 2 - Open Mod Organizer (v2.1.5 or higher) Click on the gears icon at the top center of the tools bar. A Modify Executables window will open and will require you to fill in the following information. Title: Fill in the name "Archive". Binary: Requires you to browse to your Skyrim SE installation location and locate the executable "Archive.exe" inside the tools folder. Start In: Requires you to browse to the same folder that the "Archive.exe" executable is located in. (Just the Folder Location) Finally click "add" and then "close". You should now see "Archive" listed in your drop down executable's tab. Step 3 - Move a "Copy" of your mods required files to the "Data" folder inside your Skyrim SE installation location. Example - Copy your mods Meshes, Textures, Sounds, and or Scripts folders along with your follower.esp file to the Skyrim SE's Data folder. Note - These files will be removed at the end of this tutorial but are required for the next steps. Step 4 - Inside your Mod Organizer's executable's tab/drop down menu find "Archive" CLick to open. A TESArchive window will open - Tic/Check the following - Meshes, Textures, Compress Archive, Retain Directory Names, Retain File Names. Note - Tic/Check the boxes that pertain to the data folders of your mod. The Compress and retain boxes being checked are highly recommended. Step 5 - Drag and Drop a copy of your mods Texture, Meshes, Sounds, and/or Scripts folders Over the "TESArchive" Window. Note - You should see contents listed in the center field TESArchive window. Click "Edit" then CLick "Check All Items" Root Dir: Browse to your finalized mods files - I.E. Desktop. Last Step - CLick "File" then "Save As" Type the Name of your "ESP" file used in your mod. Example: "Follower" followed by ".bsa" and press enter on your keyboard. Note - The progress meter may take a few minutes depending on the complexity of your mod. Be patient. When the progress meter is full this generally means your mod is complete and you can close the TESArchive window. Step 6 - From Mod Organizer's installed mods Left window scroll to the bottom and inside your "Overwrite" Folder you should see your newly created BSL/BSA files. Click the "Overwrite" tab to view your new files, From the "OverWrite" Window click "Open in Explorer" Now copy those files to your finalized mods location - I.E. Desktop. Final Notes - Test your new Mod - Compress/Zip your BSL/BSA files along with your esp's and any other files needed and re-install into Mod Organizer. Run Skyrim SE. After you tested your mod for your approval return to your Skyrim SE Data folder and Delete all files moved their in previous steps of this tutorial. This is only "One" way to create BSA/BSL files using TESArchive and Mod Organizer. If this tutorial does not suit your needs try "Google" I did. Scd2112
  6. Well Yeah Didn't help as far as being able to create the BSA. Just crashes after a few seconds. Bummed
  7. Thank you I will have see if this is successful
  8. Outstanding Thank you Looks like another learning curse ahead o-boy!
  9. So question: What Mod, App, or Program does one recommend using to create custom Armor for Skyrim? Tutorial LINKS???? Suggestions that WORK. Now I'm not talking retexturing some ones mod or even using stock or standard armor in game. I'm talking creating NEW armor and imporing it into the game. There are more then a few steps involved I'm sure. I figured I would ask the experts as I'm sure a few of you drift in and out of this forum from time to time. Thanks for any help.
  10. So I followed the only Youtube Tutorial I could find on creating an Archive for SE. I wanted to Pack my files into a BSA and found this video helpful. Watch here ----> Anyway I did manage to create one set of archives 1 bsa and 1 bsl. So the above tutorial does work or did once. Then I loaded up a second mod and attempted to create a second archive and no luck. Each time I would either get blank zero byte BSA and BSL files and or nothing at all and the Archive program just crashes. I even attempted to re-create the same original archive mentioned above and again I end up with either a crash or zero byte BSA and BSL files and also crash the archive program. So anyway I figured something got hosed up somehow so I re-downloaded SE CK and Archive from Bethesda and same thing. Crash! So anyone have this issue? Anyone have an alternate tutorial that is not two years old and works? Thanks in advance for any help in this matter.
  11. Hello Reader, Looking to attempt to add some custom tattoos to a follower mod currently in creation. Skyla made a video on how to do this here----> Looked simple enough, until I attempt to open my (Body.obj) file in Mudbox. Yeah I pretty much see nothing after doing this. I assume I need to add somehow add a texture to my imported body.obj so that I can actually see what it is I'm working with but have no clue as to how to go about doing this. So if your board lol and with to help a noob that would be great. Thanks Steve
  12. Ok Problem Solved! Lol wow ok so the problem was with CK's SkyrimEditor.ini file. Read the thread above to find out where I went wrong! CK works like a charm! LOL well not really but you know what I mean at least it works correctly now. So a big THANK YOU to Tasheni for helping me discover my solution. Also Please take my advice if you are new to CK and wish to dive in and have a go at making a custom follower then use the link that Tasheni provided above -------> by Skyla simply put, you will not go wrong! Easy to follow step by step guide. If I can create a follower in less then a few hours so can you! Again thank you Tasheni and Skyla
  13. LOL - I so already did just what you recommend here and thank you for your help and suggestions - I would use Example "Scd2112-SkinHeadLeeAnn_1". But found or felt as if it were to long so I then converted to "0_SkinHeadLeeAnn" and so forth. Yeah each time I would load a saved ESP after creating and editing in CK I would just click all at the bottom and then type in 0 at the top and then I could see all the files I created. But then began to notice some missing and the rest is posted here so...… Thank you
  14. I was wondering if something was wrong with CK or its associated ini's files. Ok I will Delete CK and it's ini's and Re-download it and reinstall it. I don't think it's CK but more so with the SkyrimEditor.ini settings maybe - Will explain at the End please read on.... Before I do however - These are my current findings - I reenabled my warnings (bBlockMessageBoxes=1 to =0) Thinking that maybe I needed to see some error that might help narrow down my issues But to no avail. I did find some Master Record Errors in the EditorWarning.txt in the Skyrim Directory. Ran Loot and noticed the message stating I needed to manually clean Dawnguard. Forgot to do this completely so I did and followed loots recommended tutorial link. Didn't seem to help fix my CK issues. Also remembered that when I started this whole mess of a "Create my own Follower" Oh it will be so easy lol. The first Author I followed directions from suggested that I enable (bBlockMessageBoxes=1) because the warning messages were useless and time consuming. Wow it does speed things up considerably. But as I followed along I began to realize that I used ECE (Enhanced Character Edit) to create my current player character which I want to convert mind you to a follower but the author used RaceMenu. I like RaceMenu but I didn't use it to create the player character I wish to convert to a follower NPC. So I scrapped that author and moved on to one who used ECE. Thinking it would better my situation of creating a custom follower from a player character. Anyway - I'm not new to Skyrim - Have played many play throughs with both LE and SE. Have both versions installed with more then 300 plus mods installed on both versions. I use Mod Organizer on both and have used Nexus mod Manager as well. Prefer MO though. So anyway - The ECE follower creation tutorial that I switched to required me to load masters from ECE when starting CK and of course bam errors popped up you can not load multiple masters blah blah blah. So I googled this issue and found a solution - Add these lines to the SkyrimEditor.ini under the "General Section (bAllowMultipleMasterLoads=1 bAllowMultipleMasterFiles=1). So I did and everything seemed ok until just right before CK finished loading it would crash with no errors logged into EditerWarngs.ini. So I google again and find another solution that I needed to add the following again to SkyrimEditor.ini under the Archive section (SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa) So again I did add these lines and this time CK loaded all masters no problem or so I thought. But now I'm here! With this current issue. So ….. and the beat goes on and on and on lol …..
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