Kallisto07 Posted January 5, 2011 Share Posted January 5, 2011 Hey Everyone, First of all I apologize if there is a full tutorial on how to do this elsewhere. I have searched for 3 days now on how to do this and every tutorial I have followed hasn't gotten me anywhere. Ok, so short and sweet - How do I mod BSA files? :O I downloaded the OBMM and that didn't get me anywhere. I do not have the construction set downloaded, so I don't know if that's necessary - I just have GOTY edition. Currently I'm attempting to mod the meshes folder.. but there isn't one. The mod I'm wanting to insttall is Throttlekitty's new heads (http://www.tesnexus.com/downloads/file.php?id=12038). The file is a .nif I've tried to simply drop the renamed .nif into the data folder - Didn't work, tried to make a pathway by creating new folders inside the data folder and that still didn't work. Three days now and I'm right where I started. I've only downloaded mods with my old copy of Oblivion (which had the folders all out) so I'm very limited on the mod lingo If anyone could -please- help me with a step by step tutorial on this.. I would sincerely appreciate it. Thank you! Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 5, 2011 Share Posted January 5, 2011 the file that you have downloaded, is it just a collection of files, or does it have folders inside of it??because if it comes with the folders, then these should be the path, so you only need to copy-paste the entire folder path inside your data folder (so it should be something like data -> meshes -> whatever is inside this) now, if you want to unpack the BSA archives (not mod, you can't mod these archives, just wanted to point that out), you just need to open themif you have OBMM installed, then double clicking on the BSA should open it up, and in the new window, you should have the option to unpack the BSA (can't remember the exact term used there, but it's something like this, so you can't miss it)so just unpack the BSAs that you want now, i should really point out that you don't need to unpack the BSA archives at all, this is done usually if you want to use some of the resources there (like editing a weapon or something)so if you just create the correct path of the folders, this should work just fine Link to comment Share on other sites More sharing options...
bben46 Posted January 5, 2011 Share Posted January 5, 2011 My recommendation on modding the vanilla game BSA files - Don't. If you need something from the bsa for a mod you are making, unpack the bsa using OBMM, this gives you all of the resources to use in the construction set - REQUIRED for modding. Changing things in the vanilla BSA can cause problems when you install or remove other mods. Link to comment Share on other sites More sharing options...
Kallisto07 Posted January 5, 2011 Author Share Posted January 5, 2011 Ok, so I was looking back on my older mods and realized I have always had BSA's and simply created a meshes folder, so that means.. this darn file isn't working! lol The package just has files, no folder. There is a path to make, and I made it, then renamed the file... and nothing! So sad ,_, I'm really at a lost. The only thing I noticed was it didn't have a .esp, so maybe that's my problem? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 5, 2011 Share Posted January 5, 2011 no, you aren't supposed to have an espthis specific file should be just meshes, or maybe some textures as well, but no plugins why have you renamed the file??are you sure that you were supposed to do this??because i'm pretty sure that you should have kept the file name Link to comment Share on other sites More sharing options...
Kallisto07 Posted January 7, 2011 Author Share Posted January 7, 2011 (edited) "Simply copy one of the heads to \meshes\characters\imperial\headhuman.nif and you're ready to go. You don't need to use the .egm, .egt and .tri files, they haven't changed from the orignals." It says to rename right there. You have to rename the .nif. I have followed these directions and it still does not load. : / Edited January 7, 2011 by Kallisto07 Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 7, 2011 Share Posted January 7, 2011 "Simply copy one of the heads to \meshes\characters\imperial\headhuman.nif and you're ready to go. You don't need to use the .egm, .egt and .tri files, they haven't changed from the orignals." It says to rename right there. You have to rename the .nif. I have followed these directions and it still does not load. : / i'm sorry if i'm blind, but i can't see where it tells you to rename anything you need to copy the file, and replace it with the file in the folderthis is a replacerit doesn't add a new head shape for you to select so you need to replace this file with the one you have besides, i have yet to see a single mod that tells you to rename anything in it's resources, as it just makes no sense Link to comment Share on other sites More sharing options...
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