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Game of the year edition


yoitsmedawg

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Didn't the textures used to be in a data/textures/meshes/characters/etc folder?

It seems in GOTY edition they complied everything into huge .bsa files now.

How can we replace the files by editing the .bsa?

 

Currently:

C:\Program Files\Bethesda Softworks\Fallout 3\Data\Fallout - Textures.bsa

 

Tried FOMM, it lets me view .bsa perfectly but does not let me import new files into it.

 

 

.esm files work just fine however.

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Didn't the textures used to be in a data/textures/meshes/characters/etc folder?

It seems in GOTY edition they complied everything into huge .bsa files now.

How can we replace the files by editing the .bsa?

 

Currently:

C:\Program Files\Bethesda Softworks\Fallout 3\Data\Fallout - Textures.bsa

 

Tried FOMM, it lets me view .bsa perfectly but does not let me import new files into it.

 

 

.esm files work just fine however.

Assuming you really want to edit the BSA, what actually should meant you want to export something from it and place the edited result in the /data (you should NEVER edit the original BSA)...

 

The BSA in many ways reflect the /data folder structure, the game is instructed to use the actual /data equivalent content instead the files packed inside the BSA, that is the meaning of the "Archive Invalidation" function, still that is the warranty you always can return to the vanilla resources if something goes wrong.

 

PS: Fearing the above may be not clear. Every mod is meant to be placed in the /data. Maybe one think his/her mod is big enough to be packed in a 'new' BSA file, but a mod nor a modder should not edit the original "file(s)" even when editing the original "contents/resources"

 

Example: a file ABC.xyz exist inside the BSA under some /data subfolder, the modder creates the same(copy) ABC.xyz under the same subfolder under the actual /data and edit it. The game now will use the ABC.xyz from the /data folder instead that from the BSA, provided the archive invalidation is seated.

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