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Creating BA2 archives from loose files not working when testing in game


Pyroteknics

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I have my main ESP file along with some loose PEX script files (e.g. in Fallout 4\Data\Scripts\Fragments\Terminals) that work fine in game like that but trying to convert them to BA2 archives from the CK it then doesn't work properly for the scripts?

 

When using the CK and clicking File > Create Archive, it recognises all the loose PEX files and then clicking Pack Files makes the BA2 that also saved in Fallout 4\Data and that part seems fine. But as soon as I remove the loose files and just rely on ESP and BA2 the scripts stop working. My understanding was that the BA2 file replaced the need for the loose files?

 

Am I missing something obvious here? I was hoping to tidy up some manufacturing machines scripts and put them into one file.

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are these scripts replacers of vanilla files ?

Do they have the same name as vanilla files ?

 

also...

 

Are you naming the Ba2 correctly ?

Example : yourespname<space><dash><space>Main (yourespname - Main ) and final result should look like this: yourespname - Main.BA2

Edited by greekrage
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Thanks for the reply.

 

These scripts are custom made with most being references to terminals so their name is like 'TERM__IDofTerminal'. Each terminal has a unique ID so that helps.

 

I didn't know about naming convention of the BA2 file - CK defaulted it to 'ModName.BA2' so left it at that, I will try saving it again from CK as 'ModName - Main.BA2' later tonight and try it again. Looking at some other mods on Nexus I can now see the naming convention of adding '- Main' to the BA2 file name.

 

Cheers.

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This seems to have worked and appears to be working in game now with only one exception...

 

One of the terminals links to a builder which goes beyond the default 16 items build list. The first 16 items show the recipe correctly but the 17th onwards doesn't show the recipe. The script (linked to the builder) has been added to the archive but then modified in CK so maybe something funny is going on here...

 

The actual script just adds to the existing builder script 'DLC05:WorkshopBuilderScript':

Scriptname SlocumLargerBuilderScript extends DLC05:WorkshopBuilderScript

group recipeList
    recipecomponent[] Property recipe16 Auto Const
    recipeComponent[] property recipe17 Auto const
    recipeComponent[] property recipe18 Auto const
    recipeComponent[] property recipe19 Auto const
    recipeComponent[] property recipe20 Auto const
    recipeComponent[] property recipe21 Auto const
    recipeComponent[] property recipe22 Auto const
    recipeComponent[] property recipe23 Auto const
    recipeComponent[] property recipe24 Auto const
endGroup

int recipeIndexMax = 25 const

As soon as I attached the custom script to the builder I had to set the variables again. The list now looks like this (screenshot).

 

I just wonder if there is a way around this? Maybe I need to define the recipes past #16 in the script as well? Loose files work for build menus over 16 entries but BA2 only works upto and including 16 even when added to BA2 archive.

Edited by Pyroteknics
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This seems to have worked and appears to be working in game now with only one exception...

 

One of the terminals links to a builder which goes beyond the default 16 items build list. The first 16 items show the recipe correctly but the 17th onwards doesn't show the recipe. The script (linked to the builder) has been added to the archive but then modified in CK so maybe something funny is going on here...

 

The actual script just adds to the existing builder script 'DLC05:WorkshopBuilderScript':

Scriptname SlocumLargerBuilderScript extends DLC05:WorkshopBuilderScript

group recipeList
    recipecomponent[] Property recipe16 Auto Const
    recipeComponent[] property recipe17 Auto const
    recipeComponent[] property recipe18 Auto const
    recipeComponent[] property recipe19 Auto const
    recipeComponent[] property recipe20 Auto const
    recipeComponent[] property recipe21 Auto const
    recipeComponent[] property recipe22 Auto const
    recipeComponent[] property recipe23 Auto const
    recipeComponent[] property recipe24 Auto const
endGroup

int recipeIndexMax = 25 const

As soon as I attached the custom script to the builder I had to set the variables again. The list now looks like this (screenshot).

 

I just wonder if there is a way around this? Maybe I need to define the recipes past #16 in the script as well? Loose files work for build menus over 16 entries but BA2 only works upto and including 16 even when added to BA2 archive.

 

That's completely unrelated to "Creating BA2 archives from loose files not working when testing in game", I'd suggest you create a new post.

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I don't see how that can be a side effect of making ba2 archives, but whatever, is your post.

I'm just suggesting, so you get answers faster.

If this problem takes 3 pages to get solved, it would be sad to have the solution under, imo, a completely unrelated subject.

The post can become a source of information for many people after you, treating it like a chat to resolve all your problems is not the best of the practices.

It's on your hand doing things right for the people that comes after you.
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