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Whats the best way to package mods


dpgillam

Best way to package mods  

3 members have voted

  1. 1. Do you think its better to have Mods packaged as:

    • Standard Skyrim; meshes in the meshes, textures in textures?
    • By catagory; all the imperial changes in one folder; all the (X) in its own folder?
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The question as it is asked;

 

Im working on a very large overhaul, and Im not sure if I should package the changes as per the regular Skyrim file system, or have directly in the data file my "imperials" folder, and so on for each change I make?

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Always best to make your own folders. (and easier)

Use the Data folder obviously and add your folder within that.

 

When I download a mod the 1st thing I do is un-arc it and have a good look.

If the mod is going to saturate my folders with data most the time I'll pass.

But, if the mod is all held within it's own folder(s) I don't hesitate to install it.

As I know it will be very easy to remove it I end up not liking it.

 

Just my opinion ... also why I don't use any type of MO.

My Data folder is gold to me. If a mod wants to be a part of that it needs

to respect the data I already have in it. ( I know I'm weird ) :P

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Your poll makes no sense to me. It sounds like you are asking to choose between these two options:

  • Skyrim\Data\Meshes\MySpecialMesh.nif
  • Skyrim\Data\Imperial\MySpecialMesh.nif

Neither of those are good. Ideally you want to create custom sub-folders within the Skyrim\Data\Mesh and Skyrim\Data\Textures folders. If I were creating something with new meshes and textures I would put them in:

  • Skyrim\Data\Meshes\CDC\NewSack.nif
  • Skyrim\Data\Textures\CDC\NewSack.dds

When building really large mods there's a benefit to creating another layer of folders, so I might use:

  • Skyrim\Data\Meshes\CDC\Containers\NewSack.nif
  • Skyrim\Data\Textures\CDC\Containers\NewSack.dds

Using those sub-folder structures is really just so that you can easily track what you've created. Some people choose do use the default game structure and just make sure all of their meshes and textures have unique names with some special prefix like this:

  • Skyrim\Data\Meshes\Containers\CDCNewSack.nif
  • Skyrim\Data\Textures\Containers\CDCNewSack.dds

The important thing is that when you release the mod you pack all those things into a BSA file. That's especially true if it really is going to be a large mod with many files. Not only does that keep the Data folder tidy, but it increases game performance compared to a bunch of loose files.

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When building really large mods there's a benefit to creating another layer of folders, so I might use:

  • Skyrim\Data\Meshes\CDC\Containers\NewSack.nif
  • Skyrim\Data\Textures\CDC\Containers\NewSack.dd

Yeah, Im asking if its better to do that,

OR

skyrim/data/mystuff

 

Personally, I hate BSAs because it me forces me to add the entirety of a mod, rather than just the parts I like. And I like to see just what Im installing (bad experience at "that other site") BSAs dont allow for that.

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Skyrim/Data/MyStuff is definitely wrong. For example the game assumes all textures are in Skyrim/Data/Textures or some sub-folder under that. Texture paths in the NIF files are relative and need to be relative because people don't all install the game in the same folder (or even same drive).

 

I also look (in detail) at every mod I get, but most users don't. Anyone who actually cares can easily unpack the BSA and look around. And you should make sure you pack your mod's source scripts in the BSA even though the CK won't do that by default for the handful of us who go looking for them.

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Data/mystuff might not even work and its not tidy at all.

 

Data/meshes/myprefix-mymod/

Data/textures/myprefix-mymod/

 

For example data/meshes/FFPAA/

 

for my paladin armor and artifacts

 

That is how I do it.

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