bluemarvin Posted March 31 Share Posted March 31 Hey guys. I have a mod that I'm getting ready to release (after quite a lot of development), but I want to make sure I do this in the optimal way. The mod has a lot of scripts I wrote that it relies upon, as well as a few sound files and meshes, etc. The scripts are especially tricky because while I tried to name them in a way that makes them easy to find associated files, some of the fragments get named like "qf_" etc, meaning I can't easily see which are mine and which are from something else. I started playing with Archive tool, but it seems I have to manually add/select all dependent script files otherwise is just packs the .esp file only. What's the best way to go about this? Is there a tool that can pull them all into a .bsa without me having to manually identify all needed files? Thanks for any advice on best approach for this, I'd hate to accidentally leave out some needed scripts. Link to comment Share on other sites More sharing options...
xkkmEl Posted March 31 Share Posted March 31 I guess you are a Vortex user. Using MO2, all your scripts are created in the "overwrite" directory. From there, you move them to your custom mod folder. Now, all being together in the same directory with no other scripts or distractions, it's easy to pack them. Link to comment Share on other sites More sharing options...
PeterMartyr Posted March 31 Share Posted March 31 You did not mention the game but rule of thumb is Direct X compliance textures compression, I will leave you to workout what is appropriate for LE and SE, they are different, and do not use unpressed file example dialogue wav and lip, compress them to fuz, the packed them into appropriate Compressed BSA again both games are different. BTW weirdly packing uncompressed loose file into compressed BSA, not good, requires the BSA be uncompressed and as well, but warning it will preform like crap, performance wise, load slowly, slow the game down, etc. The meshes are also the same as textures, use ones appropriate for each game. BUT it seem to me your interested in Script Naming convention, Let the kit do what does with TIF or QF and use a the prefix or Suffix or even better both when name in them, to make them unique HINT notice I said repeatedly pack into BSA, some files need to loose, but the best way to describe them is that is because a third party needs to access them, Example SKSE plugins and FNIS related Link to comment Share on other sites More sharing options...
xkkmEl Posted March 31 Share Posted March 31 In any case, if you used a prefix on all your files, there are only so many CK prefixes that get prepended. If you use prefix "xxx", you have to find the "pf_xxx", "qf_xxx", "sf_xxx" and "xxx_tif" files. Hope I didn't forget any. Link to comment Share on other sites More sharing options...
dafydd99 Posted March 31 Share Posted March 31 If not a vortex user - given you'll only (hopefully!) have been creating/compiing your own assets, you could just a search in the data folder (or just browse specific folders within), order by newest, and grab those. You can actually add a prefix to the fragment names too - this article may help... http://skyrimmw.weebly.com/skyrim-modding/naming-conventions-skyrim-modding-article - which reminds me, I should do that myself! Link to comment Share on other sites More sharing options...
PeterMartyr Posted March 31 Share Posted March 31 (edited) OOPs we both forgot to say you set the prefix in CK so it prepended it for you automatically I forget about the suffix, if it can be set automatically in CK, but me myself and I would write a batch file with old school DOS string manipulation from the last century to automate it, for existing scripts, both pex and psc... to add prefixes and suffixes, so I do not have too manually rename them then recompile them cos I am lazy, and it is the fastest way. Write the script them just couple of seconds for hundreds of files. and it removes human error Edit: you need to run that script, not in the Data Folder presay, but in the Project Folder, else it will rename every thing)) Bottom line applied common sense Edited March 31 by PeterMartyr Link to comment Share on other sites More sharing options...
bluemarvin Posted March 31 Author Share Posted March 31 Quote I guess you are a Vortex user. Yeah, for the most part I like it. But mostly just got tired of managers changing all the time and stuck with this one. Game is Skyrim AE (I keep getting thrown off by the SKYRIM banner at the top of the page thinking I'm in a Skyrim specific forum). I didn't realize CK had a way to auto add prefixes, that would have been a HUGE help ,from the start, lol, and while I've mostly done this myself (like 95% of them), there are a few that slipped through the cracks. Thanks for the thoughts everyone. Link to comment Share on other sites More sharing options...
CamdenBrowning Posted April 4 Share Posted April 4 (edited) Hey! Use Papyrus Script Manager or BSAopt for easier packing. Spoiler To make the process easier, you might want to try using a tool like BSAOpt or Fallout Mod Manager (FOMM), which can automatically package dependencies, including scripts, meshes, and sound files. These tools help ensure you don’t miss anything, and you won’t have to manually track down each script. Good luck with the release! Managing multiple assignments can be stressful, especially when quality matters. That’s where OxEssays at https://oxessays.com/ becomes a valuable option. With access to experienced writers and tailored support, students can improve their academic performance without the pressure. It's a smart way to ensure well-researched, properly formatted work while staying on top of other responsibilities. I’ve relied on their service when my workload became overwhelming, and they never disappoint! Edited Friday at 01:00 PM by CamdenBrowning Link to comment Share on other sites More sharing options...
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