Jump to content

What's the best workflow to modify/patch/update my mod and publish again?


SerchBoogie

Recommended Posts

Hi.

 

I created a mod a long time ago Umbra Island Director's Cut at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I remember updating it around 2020 and creating an SSE version in 2021. I want to fix a few issues, fix some dialogue, modify quest stages and maybe replace a couple of meshes for a sword you obtain during my quest. But it's been a long time and a bit lost.

 

If I remember correctly I have to extract all my assets from the .bsa file, using Cathedral Asset Optimizer. Then use the CK to open the .esp file, make the changes I need and pack everything again, using Cathedral I suppose?.

 

  • Having all my assets extracted and scattered all over the data folder would be kind of a mess if I want to clean everything up once I'm done.
  • Should I place CAO inside the Skyrim Data Folder or outside on a separate folder?.
  • How do I package everything back suing CAO?, does CAO know what assets my .esp use?.
  • What would be the cleanest and most organized way to do all this?.

Thank you!.

 

Edited by SerchBoogie
Link to comment
Share on other sites

If you use Mod organizer 2 it is much easier for mod making. Your esp and BSA will be in a separate folder completely separate from any other mod or the vanilla game.

 

Use BSA browser to unpack your BSA into your mod's folder. All the files your mod uses will now be available.

Use the creation kit for editing your mod's esp.

Make any changes or additions to the meshes and texture files.

 

When done copy the folder containing your mod in MO2 to the desktop for packing.

Use Archive.exe in your Skyrim folder to pack up your new BSA with everything but the esp.

Then use 7Z to pack your BSA and esp for uploading.

Link to comment
Share on other sites

I

 

If you use Mod organizer 2 it is much easier for mod making. Your esp and BSA will be in a separate folder completely separate from any other mod or the vanilla game.

 

Use BSA browser to unpack your BSA into your mod's folder. All the files your mod uses will now be available.

Use the creation kit for editing your mod's esp.

Make any changes or additions to the meshes and texture files.

 

When done copy the folder containing your mod in MO2 to the desktop for packing.

Use Archive.exe in your Skyrim folder to pack up your new BSA with everything but the esp.

Then use 7Z to pack your BSA and esp for uploading.

I remember reading that the Archive.exe has many flaws and can potentially miss some files. There were alternative tools to do the job. is that no longer the case, does Archive.exe work as intended now?.

Link to comment
Share on other sites

I haven't had any problems and some of my mods have a LOT of meshes, textures, scripts, sounds, ect.

 

See this video;

Creation Kit (Creating & Unpacking BSA Files) - YouTube

 

Ahh yes, the good old DarkFox videos, that brings me back. I thought those videos were no longer relevant, I thought things had changed in the past 7 years, with the different releases and advances in modding.

 

Thank you man I'll follow your advice.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...