AdF312 Posted January 12, 2022 Share Posted January 12, 2022 (edited) Let's say there's a mod file created by someone else, named SomeMod.7z. The content structure is as follows: SomeMod.7z---main.ba2------Sound/---------Voice/------------SomeMod.esp/---------------playervoicemale01/---------------playervoicefemale01/---SomeMod.esp I'd like to make a patch for that mod. I want to replace the content of the playervoicemale01 within the main.ba2 file, without modifying the original .ba2 file, so users can install SomeMod.7z and then install my patch individually, without me having to upload the whole main.ba2 file, which is someone else's creation. Is that possible? Edited January 12, 2022 by AdF312 Link to comment Share on other sites More sharing options...
PJMail Posted January 12, 2022 Share Posted January 12, 2022 (edited) Normally if your mod's ba2 has that file in it (in the same path) and is lower (later) in your load list then it overides the one in their ba2.e.g. you just have your version in your mod's "yourmod - main.ba2" with the same folder path inside it I don't think you need to make your mod 'require' their esp (even though it helps mod managers) in this special case - though I can see why you are concerned. Did you try this already? Edited January 12, 2022 by PJMail Link to comment Share on other sites More sharing options...
AdF312 Posted January 12, 2022 Author Share Posted January 12, 2022 Normally if your mod's ba2 has that file in it (in the same path) and is lower (later) in your load list then it overides the one in their ba2.e.g. you just have your version in your mod's "yourmod - main.ba2" with the same folder path inside it I don't think you need to make your mod 'require' their esp (even though it helps mod managers) in this special case - though I can see why you are concerned. Did you try this already?I believe I have tried making a .ba2 file with the same folder structure but with my files only. What happened was that the ESP ignored the original .ba2 file completely, and read from my .ba2 only. I also tried making it loose but the ESP wouldn't read the loose files at all. Link to comment Share on other sites More sharing options...
PJMail Posted January 13, 2022 Share Posted January 13, 2022 What did you name your ba2 file? Concerning your loose files attempt, did you have the "bInvalidateOlderFiles=1" setting in your Fallout4Custom.ini (I would be surprised if you didn't)? Link to comment Share on other sites More sharing options...
AdF312 Posted January 13, 2022 Author Share Posted January 13, 2022 What did you name your ba2 file?I've tried both ways.Rename the .ba2 file exactly as the original.What happened: the new .ba2 replaces the original completely, so long story short, other files became missing, since the other files are in the original .ba2Rename the .ba2 file something else, with the exact same structure inside (only for the folder path I'm replacing).What happened: the new .ba2 is ignored completely Concerning your loose files attempt, did you have the "bInvalidateOlderFiles=1" setting in your Fallout4Custom.ini (I would be surprised if you didn't)? Yes, I did. I think it was one of the first steps to enable modding. :sweat:I've rechecked it too. It's there. Link to comment Share on other sites More sharing options...
PJMail Posted January 13, 2022 Share Posted January 13, 2022 (edited) Obviously naming your ba2 as the original will replace it - that is not how you do it. You create a new mod (yourmod.esp) (which can even be an empty mod) and then you have the ba2 called "yourmod - Main.ba2"You need the "- Main" part. Ba2 files are never loaded unless there is an associated esp/esl/esm with the same name active in your load list. You can create an empty mod in Xedit (It can't be an empty file). I do this all the time to convert a 'loose files' texture replacement mod into an esp+ba2 pair.Ba2 files load faster in the game than loose files too. And are easier to manage.Note that .dds (texture) files must go into a 'yourmod - Textures.ba2' - everything else goes into the "- main" one. Edited January 13, 2022 by PJMail Link to comment Share on other sites More sharing options...
AdF312 Posted January 13, 2022 Author Share Posted January 13, 2022 (edited) Obviously naming your ba2 as the original will replace it - that is not how you do it. You create a new mod (yourmod.esp) (which can even be an empty mod) and then you have the ba2 called "yourmod - Main.ba2"You need the "- Main" part. Ba2 files are never loaded unless there is an associated esp/esl/esm with the same name active in your load list. You can create an empty mod in Xedit (It can't be an empty file). I do this all the time to convert a 'loose files' texture replacement mod into an esp+ba2 pair.Ba2 files load faster in the game than loose files too. And are easier to manage.Note that .dds (texture) files must go into a 'yourmod - Textures.ba2' - everything else goes into the "- main" one. Ah thank you. I haven't actually learned how to make an ESP yet. :sweat:I'll search for tutorials and try to learn it first. If you've got a recommendation for a good tutorial video/page, I'd appreciate it. EDIT: Never mind! I did it! I used the Empty Dummy ESP by Freso and it worked. Thank you again! Edited January 13, 2022 by AdF312 Link to comment Share on other sites More sharing options...
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