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Updating an .esp File.


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Hello fellow Skyrim Modf Authors....
I have a question about putting out an update for my Skyrim mod, Raven's Rest. Raven's Rest is a house mod I released last week...The mod uses a BSP as well as an esp file....

My question...and my issue is this:

The issue...I have tried to make a a couple of changes to my esp file...The one that I have locally on my home PC. Then I try and test that new file on another PC here at home (which has the mod dowloaded from the Nexus on it), and it doesn't work. I get CTD 100% of the time.

...now the question...

Do I have to make a new BSP along with the esp file to "patch" my mod and then updated it as a new Main File?
It makes no sense if that is the solution. I don't want the players to lose anything they may have stored in chests or containers in the home....or have some of the custome items that I have made removed from their inventory.

 

A million thanks, friends.

 

 

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I assume you mean BSA rather than BSP. A BSA (Bethesda Skyrim Archive?) file is an archive that contains your scripts, textures, meshes, and any other resource files. BSAs are a handy mechanism to distribute mod resources as a single file.

 

A typical mod upload contains a BSA and ESP file which get placed in the Skyrim\Data directory. Alternatively, you can distribute "loose" resource files within the Skyrim directory structure (e.g., your .PEX files would go in Skyrim\Data\Scripts).

 

The rule is that Skyrim uses loose files over those contained in BSA archives. What is likely happening is that the resources referenced by your ESP are available on your computer, but not on the other computer you tested. ESPs that are looking for resources not available could certainly cause a CTD.

 

So if you have updated scripts or other resources you will need to rebuild the BSA and distribute that with your mod update. Creation Kit (CK) does a pretty decent (but not perfect) job of knowing what resource files your mod uses and makes it pretty easy to build a BSA with the File | Create Archive menu command.

 

Alternatively, you could use the loose file option and put all of that in a your distro archive. Some prefer that method as it gives them more control. I haven't found it necessary yet with my simple mods.

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I assume you mean BSA rather than BSP. A BSA (Bethesda Skyrim Archive?) file is an archive that contains your scripts, textures, meshes, and any other resource files. BSAs are a handy mechanism to distribute mod resources as a single file.

 

A typical mod upload contains a BSA and ESP file which get placed in the Skyrim\Data directory. Alternatively, you can distribute "loose" resource files within the Skyrim directory structure (e.g., your .PEX files would go in Skyrim\Data\Scripts).

 

The rule is that Skyrim uses loose files over those contained in BSA archives. What is likely happening is that the resources referenced by your ESP are available on your computer, but not on the other computer you tested. ESPs that are looking for resources not available could certainly cause a CTD.

 

So if you have updated scripts or other resources you will need to rebuild the BSA and distribute that with your mod update. Creation Kit (CK) does a pretty decent (but not perfect) job of knowing what resource files your mod uses and makes it pretty easy to build a BSA with the File | Create Archive menu command.

 

Alternatively, you could use the loose file option and put all of that in a your distro archive. Some prefer that method as it gives them more control. I haven't found it necessary yet with my simple mods.

 

Thanks very much...My mistake about the BSP, BSA thing...I've worked for Bethesda.....I never had to do patches...I use the Unreal Engine 4 (UE4) for work now and I teach UE4 at a college....Got BSP's on the brain...I know the difference but thanks for noticing that...I need to pay more attention.

 

All I need to do with my esp is fix some navmesh issues. Not adding anything new to the mod that isn't already there in the way of assets or scripts...So

 

from what you say...there is no way to "patch" esp...without making a new BSA?

 

 

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It's very odd....in testing, it crashes...and by testing I mean on a separate PC... not the one I've made the edits on.

But there's another question I have... if the player has the "old esp" and then gets the new one, does that player lose any items they may have placed inside the home....armor, weapons etc?

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I just ran a quick test and if I make an esp with a new model, put that model in a bsa and delete the loose file, the game runs fine. If I then edit the esp without touching the bsa, it still runs fine. Looks like repackaging shouldn't be necessary.

 

I think since the stuff the player has stored in the home will be in their save, updating the esp with just a navmesh edit shouldn't cause them to lose anything. Unless you do something drastic to the containers, I'd expect it to be fine. I'm not 100% on that, though.

 

 

 

 

*Edited for clarification.

Edited by NorthHare
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