Pyroteknics Posted December 5, 2022 Share Posted December 5, 2022 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. Link to comment Share on other sites More sharing options...
greekrage Posted December 5, 2022 Share Posted December 5, 2022 (edited) 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 December 5, 2022 by greekrage Link to comment Share on other sites More sharing options...
Pyroteknics Posted December 5, 2022 Author Share Posted December 5, 2022 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. Link to comment Share on other sites More sharing options...
Pyroteknics Posted December 5, 2022 Author Share Posted December 5, 2022 (edited) 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 constAs 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 December 5, 2022 by Pyroteknics Link to comment Share on other sites More sharing options...
DieFeM Posted December 5, 2022 Share Posted December 5, 2022 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 constAs 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. Link to comment Share on other sites More sharing options...
Pyroteknics Posted December 6, 2022 Author Share Posted December 6, 2022 It is related as it is an unintended side-effect (for now) of making a BA2 file when using more than 16 recipe items. The simplest 'fix' would be to use 2 separate machines but defeats the purpose of an all-in-one machine. Link to comment Share on other sites More sharing options...
DieFeM Posted December 6, 2022 Share Posted December 6, 2022 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. Link to comment Share on other sites More sharing options...
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