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Questions about making a plugin patch and BSA files


Ez0n3

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Hey,

 

I was wondering if there's an easy way to make a patch for a plugin?

 

Mod_v1.esp

 

Mod_v2.esp

 

Mod_v3.esp

 

The v2 esp has all the records v1 has, plus it adds some new ones and it changes some of the records in v1.

 

v1:

Aref

Bref

Cref

 

v2:

Aref (this one's still there. but its set to disabled)

Bref

- Cref (this ones has been removed)

Dref

Eref

 

v3:

-Aref (this ones has been removed)

Bref

- Cref (this ones has been removed)

Dref

Eref

Fref

Gref

Href

 

Is there a way to make a patch that will carry over the changes?

 

Mod_v1.esp

Mod_v1_to_v2.esp (patch)

and/or

Mod_v1_to_v3.esp (patch)

 

Mod_v2.esp

Mod_v2_to_v3.esp (patch)

 

Mod_v3.esp

 

 

And on a separate note, why aren't most people using the BSA system to distribute their assets?

 

When I DL a mod that has a ton of files - the first thing I do is pack them into BSA files so my Meshes, Textures, Sound, etc, folders don't get too insane. Off the top of my head, Mart's Mutant Mod has quite a few files. So instead of having:

Mart's Mutant Mod.esm

Mart's Mutant Mod.esp

Meshes/...

----Creatures/...

----MMMF3-clutter/...

Sound/...

----fx/...

--------MMMF3/...

Textures/...

----MMMF3/...

 

After BSAing:

Mart's Mutant Mod.esm

Mart's Mutant Mod.esp

Mart's Mutant Mod - Meshes.bsa

Mart's Mutant Mod - Sounds.bsa

Mart's Mutant Mod - Textures.bsa

 

Which is much easier on me cause I don't have to try and figure out which extracted files went with what mod. It's usually not too bad, but sometimes it is.

Just wondering why allot of released mods don't use the BSA file system?

 

Thanks

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