Ez0n3 Posted August 6, 2010 Share Posted August 6, 2010 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:ArefBrefCref v2:Aref (this one's still there. but its set to disabled)Bref- Cref (this ones has been removed)DrefEref v3:-Aref (this ones has been removed)Bref- Cref (this ones has been removed)DrefErefFrefGrefHref Is there a way to make a patch that will carry over the changes? Mod_v1.espMod_v1_to_v2.esp (patch)and/orMod_v1_to_v3.esp (patch) Mod_v2.espMod_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.esmMart's Mutant Mod.espMeshes/...----Creatures/...----MMMF3-clutter/...Sound/...----fx/...--------MMMF3/...Textures/...----MMMF3/... After BSAing:Mart's Mutant Mod.esmMart's Mutant Mod.espMart's Mutant Mod - Meshes.bsaMart's Mutant Mod - Sounds.bsaMart'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 Link to comment Share on other sites More sharing options...
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