Jump to content

chenlixyz

Members
  • Posts

    1
  • Joined

  • Last visited

Nexus Mods Profile

About chenlixyz

chenlixyz's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Thanks for providing the detail steps of how to pack BSA in CK. Only one thing. :) I'm not seeing why we can't use tools\archive.exe tool directly to generate BSA file. CK calls it to generate the pack too. I personally used it many times to pack mods and I'm so far not experiencing any problems yet. It also provides some additional features that are not available when packing via CK. First, it allows you to add folders directly. It'll recursively add all files in that folder (and subfolders) to your pack. If your mods has many folders, this feature alone will save you quite some time. Second, you don't have to split your pack into 2 BSA files. Packing via CK, you don't have a choice. At least, I don't find one. Maybe I missed it. But using achiver.exe directly, you can split, or not split, your pack how ever you like. Another feature that I think very handy is to compress not only textures but anything you like. Creating pack through CK, only textures pack are compressed. Everything else are packed uncompressed, This is usually OK, because texture tends to take more disk spaces anyway. But there are always exceptions. For example, I created BSA pack for hair pack "KS Hairdo's Renew". That mod contains over 1.7GB mesh data. If packing in CK directly, you'll end up with a 1.7GB bsa file. But using achive.exe, the mesh pack is compressed about 50% down to 900MB. Just my 2 cents. :)
×
×
  • Create New...