Jump to content

Spamez

Supporter
  • Posts

    11
  • Joined

  • Last visited

Posts posted by Spamez

  1. 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

     

    1. 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 )
    2. load the esp and save ( this generates possible extra content that might bee needed like facetint files and facegen )
    3. login to Bethnet
    4. Select create archive and pick windows
    5. delete all the listed items
    6. go into each folder of your mod and drag and drop the loose files ( not the folders ) into the window
    7. proceede to do this for each single file needed for the mod, the paths will be automatically setup in the archiver list
    8. once finished loading all the needed files into the list export that list as archive file to be used later .
    9. 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)
    10. 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 pc
    11. Now create new archive , delete the files in the list and import the archive list exported at point 7
    12. pack the files for xbox , but save those inside the subfolder of data called "XB1" and not simply in the data folder
    13. save as naming at point 10
    14. now save and close
    15. 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.
    16. delete the loose folders
    17. load the CK again checking that the files are correctly loaded by using simply the bsa of the pc version
    18. login to bethnet
    19. 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.
    20. 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.

    I followed all these steps, but it doesn't work.

    I am converting my Horse replacer (replaces body and textures) I have a working version uploaded to Nexus (zip file containing the .esp the .bsa and the mesh and texture folders) my problem is that when uploading to bethnet the horses show up invisible (assuming it's because the required mesh and texture files aren't extracted to data)

    After following your steps the horses show up invisible in CK too. What am I doing wrong?

  2. I have this idea to make that little ruined shack across from Whiterun Watchtower purchasable and set up a building system like the one in Hearthfire or the Build Your Own Home mod. I already have an idea for what it would look like and I have been playing around with Creation Kit to try and make this, but I have no clue what I'm doing. Thanx to YouTube tutorials I'll be able to do the scripting parts shown in the tutorial, but other than that I got nothing. Mainly I'm looking for someone with scripting knowledge who can go 50/50 in this with me and hopefully we can make a pretty cool mod that can be suitable for anyone from a Vampire Lord to a Thief, to the noble Dragonborn, depending on decoration choices for different parts of the house.

×
×
  • Create New...