pob255 Posted April 16, 2010 Share Posted April 16, 2010 I'm talking about all the files that comprise a mod here. After my recent **** up which has ended up with me having to reinstall fallout3 I was wondering if there's any better way of manageing and seperateing out all the files that make up a mod instead of just having them all dumped into the same data sub folders? I tried to put all the sandy shades files into a bsa with FO3Archive however it wouldn't let me put the textures into the same bsaI made a seperate one for the textures, however when running FO3 I was missing lots of meshes as well as textures (the big red !) so it looks like it wasn't reading ether bsa correctly. Any ideas? And if a nif file was not in data/meshes/ but say data/modname/meshes/ even if the item was correctly linked to the mesh in GECK would fallout3 still be able to use it? Link to comment Share on other sites More sharing options...
pkleiss Posted April 16, 2010 Share Posted April 16, 2010 A good modding practice is to do what you stated, make your own folders for your mod. A good convention is: \Data\Meshes\DeveloperName\ModName So, for me and my nod it would be this: \Data\meshes\pkleiss\UndCity You can do the same for textures and sounds as well. There are a few caveats though, like creature meshes must go into the proper Fallout folders, you can't create your own folder for those and voice files will have to go into a Geck made folder, you can't specify it your self, but it will be based on the mod name. Many sound files must be under the FX sub-folder, etc... Its just that many a modder won't bother to do it this way. But you can. Link to comment Share on other sites More sharing options...
pob255 Posted April 16, 2010 Author Share Posted April 16, 2010 Rats, I was hopeing for a simple way to sort out other peoples mods not just my own :confused: Any idea on the feasibility of repackageing mods in .bsa files for better sorting/management? trying to sort out all the files a mod changes from all the rest can be a right pain when you have the original files extracted and 3 or 4 mods running let alone 10 or 20 Link to comment Share on other sites More sharing options...
Pronam Posted April 16, 2010 Share Posted April 16, 2010 And if a nif file was not in data/meshes/ but say data/modname/meshes/ even if the item was correctly linked to the mesh in GECK would fallout3 still be able to use it? No, it's hardcoded. Either Data/Meshes or a .bsa...no other way. Why don't you try the package manager of FOMM? The only thing is that it'll leave the folders of the mods. BUT, it'll automatically install/delete files from archives.....That's probably one of the most efficient ways at the moment. Link to comment Share on other sites More sharing options...
pob255 Posted April 16, 2010 Author Share Posted April 16, 2010 OK I've been using FOMM to run my mods, so I'll look at that. BUT, it'll automatically install/delete files from archives umm do you mean it'll make bsa files for the mods?Or by "archives" do you just mean the files in the sub-folders within the /data folder? Link to comment Share on other sites More sharing options...
Pronam Posted April 17, 2010 Share Posted April 17, 2010 Maybe :biggrin:. With archives I mean the .zip, .7z, .rar files. You pick those and they'll install themselves if you hit activate, it'll remove the installed/placed files upon deactivation. Link to comment Share on other sites More sharing options...
pob255 Posted April 17, 2010 Author Share Posted April 17, 2010 Ahh I see, it also works if you extract the files to a different folder then select create from folder :wink: Link to comment Share on other sites More sharing options...
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