hollycumbutt Posted July 14, 2023 Share Posted July 14, 2023 (edited) I am trying to make a custom follower mod but i cant move my facegen into the archive. every time i go to the folder while trying to import files the facegen texture image isn't their, but while not in creation kit and just in my files i can see the texture image of the war paint and blush someone please help me. am i missing an app or something to read files??? Edited July 14, 2023 by hollycumbutt Link to comment Share on other sites More sharing options...
hollycumbutt Posted July 14, 2023 Author Share Posted July 14, 2023 (edited) Edited July 14, 2023 by hollycumbutt Link to comment Share on other sites More sharing options...
hollycumbutt Posted July 14, 2023 Author Share Posted July 14, 2023 (edited) photo 3 Edited July 14, 2023 by hollycumbutt Link to comment Share on other sites More sharing options...
scorrp10 Posted July 14, 2023 Share Posted July 14, 2023 I never bothered with .bsa much, preferring to just arrange loose files in a work folder and zip it up. Kinda have to do it if you include BodySlide files. That said, I got a suggestion. Not sure why your archiver window is showing no files. I just tried doing 'create archive' on my in-progress follower mod, and it pulls a TON of stuff, a lot of it cause I use custom head parts. Definitely needs cleanup, but one thing I notice is that it does NOT include my follower facegen either - neither mesh nor texture. I also notice, by the way, that it does not pull any of the custom voice files. So what I can do is 'Export List' to dump the list of files into a file, which is just a text file. I open that file, edit it to remove any stuff that does not belong, and add stuff that does. Once I do that, I go back to CK and in Archiver window, I use 'Import List' to import the edited list file. Looks a lot cleaner, and the facegen mesh and texture are now there. That said, this built-in Archiver in CK looks rather suspect. I mean, I got 100+ voice files in that mad and CK just ignored them. And what if I had 30 custom facegen NPCs, not one? My general suggestion would be: create a work directory where you copy all the resource files that comprise your mod (in proper folder structure). Basically the way you would for zipping up as a loose file mod. And then get it processed in Cathedral Asset Optimizer. which has a 'Create BSA' feature. Link to comment Share on other sites More sharing options...
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