Jump to content

Packing your mods files


kert349

Recommended Posts

Once you have a list of the files you have added/changed, you can use FOMM to pack them into a bsa. However, if you have installed a bunch of mods, or if you are working on multiple mods simultaneously, it may be difficult to get a list of only your added/changed files. What I do is use windows file manager to set the archive attribute. Before working on a mod, I make sure that everything under the fnv/data directory is marked as "no need to archive". Then as I mod, I add and change some files. Winzip allows you to build an archive of "only files which need to be archived". With this option, I can create a zip file of only the files I have added/changed. I usually distribute this zip file.

 

But if you want, you can unzip this zip file somewhere else, and use FOMM to convert all the mesh, texture, sound files into a single bsa. This is slightly more work for the modder, but slightly less work for the user. For more complex mods, it is probably worthwhile to make a single bsa rather than having multiple directories. A single bsa is much easier to delete, when the user uninstalls the mod, as compared to finding and deleting multiple random directories.

Edited by davidlallen
Link to comment
Share on other sites

Thx thats a good tip!

but what i wanted to is to distribute only those files from some weapon mod which weapons I use in my mod, because i dont use all the weapons just some. Anyway I probably need to just go manually find those files (from the data folder) so user dont have to download another 100mb for just the weapons mod.

Link to comment
Share on other sites

I wish there was a tool that would look at your plugin and fetch the meshes, textures and whatnot used in it, and drop them in a folder or even a zip file for you.

fnvedit has all this information. It would be a cool enhancement to that, even if it just generated a filelist. I know the author is still around, and active, but he may not read every post on the forum. Fnvedit could certainly list mesh/textures/sounds which are used by your mod and *not* by any of the other masters loaded.

 

The only trick is, there may be some base game mesh/texture which you have locally modified. Then I don't think there is any way for fnvedit to tell whether or not the locally modified one should be used.

Link to comment
Share on other sites

I simply copy my meshes, my textures, and my esp files ( all my meshes and textures folder) into a new folder Called name of the mod.

 

Then, inside that folder, create a readme, and delete all the unwanted files from meshes and textures.... its super quick - depending on pc speed I suppose.

Link to comment
Share on other sites

The problem mentioned by the OP is if you are including a number of items created by other modders, each with their own unique directory structure. And, at the same time, you have installed a number of other mods, with directories, that are *not* used by your mod. Then sorting out which are needed and which aren't can be quite painful.
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...