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Data file archive format is .ba2, a new version of .bsa


CansecoDev

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I've posted a command line tool for extracting .ba2 archives at http://f4se.silverlock.org. Please read the readme first.

Good to see you're around for FO4! :smile:

 

I've similarly got my own codebase going: source binaries.

 

For DXGI_FORMAT_BC5_UNORM, I'm writing out a DX10 DDS (ie, with DDS_HEADER_DXT10). I'd suggest doing that instead of using ATI2, as DDS textures in general archives are using the extended DX10 DDS header.

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Nice, good to see you too.

 

The DX10 header would be the most accurate thing to write (and is what the game does) especially because you can just drop the DXGI_FORMAT straight through, but it broke the art tools I tested it with. It should probably be another option for conversion, though. I do not have a particularly large set of art tools to test with.

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Thanks Ian, Gibbed and Jon :smile: please keep us updated on your progress (or link us to the main thread/site where you're providing the updates to stop you jumping around the whole internet to leave updates), obviously there are lots of people interested.

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Are you super-human modder guys open to begging and pleading from a way lesser mortal? If so, I want, no NEED, to remap basic game movement functions like run and jump to my external numpad. I was thinking I might be able to figure-out how to remap using Jonwd7's (thank you Jonwd7!) BA2 extractor on the UI file. What do you think?

Edited by Gefri
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The flame of modding is fueled by the needs of the creator - in other words creative people will work on things that drive them before listening to a group of "we want this" gamers. I would be happy with anything these talented modders bake up in their creative ovens and hope, only silently, that they cook a dish that taste good to me as well.

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Do babies not cry for milk? Do supplicants not apply for relief? Do creators, fueling their need to create, not thrive on the smiles of those for whom they have created? (And if you don't ask you don't get.) I would be smiling big time if a creator could help me fix my hard-coded key issue. CrazygNexus did this with his "Interface Hard Coded Key Tweaks" mod for Skyrim. I'm not the only one suffering because that mod had 88,883 downloads.

 

But anyway my real question is if the BA2 would work in trying to find and change hard-coded key assignments.

 

New question: what is used to edit .swf files?

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  • 1 month later...

Do babies not cry for milk? Do supplicants not apply for relief? Do creators, fueling their need to create, not thrive on the smiles of those for whom they have created? (And if you don't ask you don't get.) I would be smiling big time if a creator could help me fix my hard-coded key issue. CrazygNexus did this with his "Interface Hard Coded Key Tweaks" mod for Skyrim. I'm not the only one suffering because that mod had 88,883 downloads.

 

But anyway my real question is if the BA2 would work in trying to find and change hard-coded key assignments.

 

New question: what is used to edit .swf files?

 

Decompile swf files with Flash Decompiler and once you have the .fla file you can either use it with Adobe Flash Builder or Adobe Flash Professional.

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  • 4 months later...

Hi,

 

I'm the Author of ESP/ESM Translator.

 

My tool is able to extract files from ba2 archives (the General ones, not the texture ones, because it's useless in my case).

It's used to get script files or strings files (and mcm files in the future).

 

For Skyrim, my tool can put back modified files into the archives.

 

But for Fallout 4, I need a crucial information : How is calculated the hashes ? There are two of them : the hash of the file name without extension and the hash of the directory.

 

I could bypass that if the file already exists in the archive (which is the case almost all the time), but let say someone translate a mod and the strings files of his language is not in the archive...

 

Well, if anyone has the answer...

 

Thanks for your time. Excuse my english, I'm french.

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