icecreamassassin Posted March 23, 2014 Share Posted March 23, 2014 ARRGGGGG I am at my witts end. I have my mod working just fine with loose files, but when I go to pack them up into a BSA (with the same directory structure presumably) and move the loose files into backup, neither the game nor the creation kit seem to access the files from the BSA. What the hell am I doing wrong? I replicated the directory structure in a seperate folder and used the Archive.exe program to add the files in, and they APPEAR to be listed with the proper path, but everything is missing. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 23, 2014 Share Posted March 23, 2014 Does the bsa have the exact same name as the esp? Only the extension is allowed to be different. If not identical, the game will not load it. Also you may need to move the bsa into the data folder. Archive.exe does not always save to the data folder, you have to specify that. Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 23, 2014 Author Share Posted March 23, 2014 Yes, the BSA name is identical and it is located in the DATA folder along with the ESP file Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 23, 2014 Author Share Posted March 23, 2014 Also I thought that the system looks for the textures for a mesh inside the exact same corrisponding folder in the texture directory, but it doesn't seem to be the case. Is there somewhere I can look to see where the model is looking for the texture? possibly in nifscope if not in the creation kit? Link to comment Share on other sites More sharing options...
Deleted31005User Posted March 23, 2014 Share Posted March 23, 2014 (edited) I replicated the directory structure in a seperate folderWell that's your problem right there, don't put those files in a separate folder because the archive.exe will automatically order all the files depending on where they were originally located under your skyrim/data folder, so placing them anywhere else just screws it up.Try using the archive.exe again but this time locate the original files under your data folder immediately. Also make sure that "recurse directories" on the bottom is activated, and if you have meshes in the mod activate the meshes box as well, same for textures/sounds/... EDIT: yes you can find out what texture.dds files the mesh.nif files use with nifskope, but thats not your problem here imo.If its working with loose files then the problem lies in how you assemble the .BSA file. Edited March 23, 2014 by Guest Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 23, 2014 Author Share Posted March 23, 2014 yeah, I had assembled the BSA originally from loose files hand picked from the skyrin data directory and it seemed to have issues, which is why I went to the method I found recommended which was to create a seperate directory structure to assemble it all, but no dice... I'm piecing together the files into my core data directory again and when I get them all working again I'll try once more. Does the "Pack Files" option in the creation kit actually work? It seems to output inconsistently Link to comment Share on other sites More sharing options...
rhowington Posted March 23, 2014 Share Posted March 23, 2014 I always make my bsa using Archive.exe. I haven't had good luck creating a bsa in CK. Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 23, 2014 Author Share Posted March 23, 2014 yeah, that's what I've been trying to do, but a few resources keep eluding the BSA pack up some how, now when I went to load the EPS it was giving me errors saying that the texture for the mesh being loaded wasn't found in a VERY specific path which isn't even on my computer; it was refering to a user folder that wasn't even there :geek: So... gonna try again Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 23, 2014 Author Share Posted March 23, 2014 OMFG I hate this thing... So all is good, works great, but now I am going on to continue developing the mod and am adding a new mesh to the BSA and the stupid Archive.exe crashes every time I try and save the new BSA with a new file added, which also corrupts the BSA in the process (which I previously backed up of course). So why the hell is it crashing and how do I get around it so that I don't have to rebuild the ENTIRE BSA every time I want to add a file? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 23, 2014 Share Posted March 23, 2014 I keep a working directory where I mirror my data folder structure for the mod. Whenever I add new stuff, I keep the working directory up to date. Then all I need to do is drag and drop folders from the working directory and rebuild the bsa each time. It does not take a long time, but then I do not make "large" mods with tons of files. I have never tried to add files to an existing bsa. Not sure if that functionality is possible or works if the features are there. There does not seem to be much information on the CK wiki with regards to adding to an existing BSA. Link to comment Share on other sites More sharing options...
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