tplani19 Posted February 12, 2011 Share Posted February 12, 2011 Hello, Forgive me if this is the wrong place to post, I figured many modelers would have to re-pack their oblivion bsa files if they edit them, hopefully. Anyway, I have searched through the forum and cant find out how to re-pack a bsa file. Would anybody know where I could find out how to do this? Whether it be through a site or just general knowledge. Thanks for any help, it will all be appreciated. Link to comment Share on other sites More sharing options...
baduk Posted February 12, 2011 Share Posted February 12, 2011 Hi! I havent packed a bsa for 3 years or so and it was before i got into modding so I dont remember clearly, but i was not able to find documentation enough to pack proper bsa with bsa commander without some trial and error. Maybe it is written some where, some flags u gotta set or something but u dont know what they do. well. I just ended up using obmm for paking the bsa and that worked good. The fallout mod manager can pack bsa also. Link to comment Share on other sites More sharing options...
tplani19 Posted February 12, 2011 Author Share Posted February 12, 2011 Hi! I havent packed a bsa for 3 years or so and it was before i got into modding so I dont remember clearly, but i was not able to find documentation enough to pack proper bsa with bsa commander without some trial and error. Maybe it is written some where, some flags u gotta set or something but u dont know what they do. well. I just ended up using obmm for paking the bsa and that worked good. The fallout mod manager can pack bsa also. thanks, Would you know if its easier with OBMM? because its so difficult to find anything on packing bsa's. Regardless I will most likely try using OBMM sometime soon. Link to comment Share on other sites More sharing options...
fore Posted February 12, 2011 Share Posted February 12, 2011 Usually you don't have to repackage a bsa, because the files in your data structure overrule bsa contents (except for those cases where you have to make an ArchiveInvalidation first).But anyway, the bsa commander is fairly simple,the parameters are straightforward. The only thing you have to figure out, are file and archive flags. But those you see when open an existing Oblivion bsa and check the flags there. The best way to figure out how it works is to unpack an existing bsa, pack it again, and see if you can use it in-game. Link to comment Share on other sites More sharing options...
tplani19 Posted February 12, 2011 Author Share Posted February 12, 2011 (edited) Thanks for the help fore, i have found out how to set the new flags and they work as long as the flags are the same as the originals lol. Which understandably makes sense. One question I would like to ask you, if its alright, is im looking to add a new model (nif) to the original mesh-bsa. Would I just, make the model, then save the (new nif) with the original (nifs) , then repack it? Edited February 12, 2011 by tplani19 Link to comment Share on other sites More sharing options...
LHammonds Posted February 16, 2011 Share Posted February 16, 2011 If you are creating a "replacer" mod, I wouldn't package it into a BSA...unless you are talking about replacing it permanently by re-packaging Bethesda's BSA (something I'd never personally do) But if you have a plugin the uses the NIF, you could use TES4Files to collect all your mod files into its own folder as well as create a BSA and fix any potential texture path problems inside the NIF files....such as replacing the forward slash with the backslash which is not a problem if the NIF is not inside a BSA but as soon as you package the NIF in a BSA, any forward slashes in the path will cause the texture to not be found. LHammonds Link to comment Share on other sites More sharing options...
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