silhouett Posted May 3, 2016 Share Posted May 3, 2016 I notice when I create an archive it asks me twice for a file name one appears to hold the textures while the other all the other needed files. Now my question isare both files automatically related to your created esp ? Say I have myfile.esp myfile.ba2 (textures)myfile2.ba2 (mesh,scripts,etc) When I run the game does it just use both .ba2 files automatically ? Link to comment Share on other sites More sharing options...
Surilindur Posted May 3, 2016 Share Posted May 3, 2016 (edited) I am not sure, never tested it. Considering how the base game files all follow the same naming conventions that were present in Oblivion, too (2006), maybe you could select the names so that they would be something like: <esp name> - <type>.ba2 For example the base game ones include:Fallout4 - Misc.ba2Fallout4 - Textures1.ba2 And then there are the DLC ones with the same naming style:DLCworkshop01 - Main.ba2DLCRobot - Textures.ba2 So maybe something like that should work:myfile - Textures.ba2myfile - Main.ba2 Files named that way were all loaded in both Oblivion and Skyrim, as long as the myfile.esp or myfile.esm was loaded. One prime example was Shivering Isles DLC for Oblivion, that had a dummy esp file (no records in it) just to load the bsa archives that started with the filename (the content was merged in Oblivion.esm). They were all loaded that started with the plugin name. But they were all named that way, with the " - " between the esp/esm and the type. Unless they changed something for FO4, it should work, I think. Not sure about having the name without the separator " - " thingy. You can always test it. I would try doing it the same way the base game ones have been done. But judging by how activating mods has become more tedious, I have no idea what will work. I even have some issues trying to activate a mod of mine that features an esp file. The in-game contraption seems to keep resetting and all that. Argh. I need to continue my project later when they have it all figured out in a sensible way. Good luck with your project. :pinch: Edited May 3, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
caseter6 Posted May 3, 2016 Share Posted May 3, 2016 When you run a .esp in FO4 it will check for any related .ba2 files, when saving the archives in the GECK if you read the box name it says which type of archive your saving (either general assets or textures). The game will check for the ba2 files in a hard-coded format so they must be names YOURMODNAME - Main.ba2 and YOURMODNAME - Textures.ba2 and if you do that it will all work. Link to comment Share on other sites More sharing options...
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