Bongu Posted February 8, 2011 Share Posted February 8, 2011 Hi, I have this problem. Whenever I make a mod's files into a .bsa the plugin cant seem to find it. I named it the ame name as the .esp or .esm, but that doesnt work. Is there a way i can force these plugin to read from the .bsa? I will list methods I tried that didnt work for anyone having the same issue. 1. listing the .bsa in the .bsa loading list in the oblivion.ini file2. puting the texture, meshes, ect. folders into a folder named 'data' and paking the created data folder into the .bsa3. naming the .bsa the same name as the .esp or .esm what are other things i can try? Link to comment Share on other sites More sharing options...
Hickory Posted February 8, 2011 Share Posted February 8, 2011 If you have packed your bsa as data\meshes\.. and data\textures\.. then the game will not be able to tell where the resources are. You have to place your meshes and textures at the root of the bsa file structure, like: meshes\.. and textures\.. Link to comment Share on other sites More sharing options...
Bongu Posted February 8, 2011 Author Share Posted February 8, 2011 when i tired doing that for Crossbows of Cyrodill, it didnt work. i will give it a shot though and tell you if it worked Link to comment Share on other sites More sharing options...
Bongu Posted February 8, 2011 Author Share Posted February 8, 2011 actually, it was you who told me how to fix the crossbows of cyrodill problem Link to comment Share on other sites More sharing options...
Hickory Posted February 8, 2011 Share Posted February 8, 2011 actually, it was you who told me how to fix the crossbows of cyrodill problem Then you are not explaining yourself very well. What I told you was to place the meshes and textures folders inside another folder, ie. data, for packing purposes, not to archive the data folder in the bsa. Your bsa must look similar to this: http://img602.imageshack.us/img602/4149/90003386.jpg Link to comment Share on other sites More sharing options...
Bongu Posted February 8, 2011 Author Share Posted February 8, 2011 yeah, thats what the .bsa looks like when i open it. can you explain the procedure. it would be very helpful Link to comment Share on other sites More sharing options...
Hickory Posted February 8, 2011 Share Posted February 8, 2011 yeah, thats what the .bsa looks like when i open it. can you explain the procedure. it would be very helpful Did you carry out these instructions? Link to comment Share on other sites More sharing options...
Bongu Posted February 8, 2011 Author Share Posted February 8, 2011 specifically, i want to pack the files in Martigens Monster Mod, WarCry, and Oscuros oblivion Overhaul into their own .bsa. I just dont like the clutter and the risk of overwritting something, then if i want to delete it, it taking what it overwrote along with it. Link to comment Share on other sites More sharing options...
Bongu Posted February 8, 2011 Author Share Posted February 8, 2011 yes i did. i wrote them? lol but it doesnt seem to be working. i dont know what else to try. I am missing textures and meshes. Link to comment Share on other sites More sharing options...
Hickory Posted February 8, 2011 Share Posted February 8, 2011 How about let's start at the beginning? Let's assume that your mod is called mymod, and the folder structure of it's resources are like below. mymod.esp\meshes\mymod\*.nif\textures\mymod\*.dds Create a folder on your desktop called 'Temp'. Now, copy the entire meshes folder (of your mod files, NOT Oblivion) and the same for the textures folder. You should now have a folder on your desktop like so: \Temp\meshes\mymod\*.nif\Temp\textures\mymod\*.dds Now, in your bsa creator, select a folder to archive, and point the program to the Temp folder on your desktop. Create the archive, and call it mymod.bsa . If everything went well, the game should now see the meshes and textures. If not, then something is awry with your installation. I don't remember if you have already stated this, but where is your game installed to? Link to comment Share on other sites More sharing options...
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