JonathanOstrus Posted May 30, 2016 Share Posted May 30, 2016 I can't speak for the OP, but that wasn't what I was referring to BigAndFlabby. Although it is along the same lines. However kudos on #2. Haven't heard of that and taking a look now :smile: I actually misread your post. Some clarification about the BA2 archives might be good so here goes. The archives can be thought of like zip files. The "type" whether main or texture could be thought of like the compression format. It's a bit more technical than that but I'll keep it basic. The main would use something akin to maximum compression where textures would use fast so that it's less memory and higher speed since it's a larger data set to decompress. Again I'm trying to keep things simple to think of. Textures can actually be stored inside the "main" file without issue and in fact Bethesda suggested that to me in one thread regarding Xbox One packing. If you distribute a mod as BA2 archives without loose files, just the esp and ba2's, if it's missing the material files (bgsm/bgem) things will be weird (purple textures typically). So uploading to Bethesda.net requires manually adding the material files via the Archive2 tool (installed as part of the CK - found in Fallout 4\Tools\Archive2). You can load the ba2 created in CK and just add more files if you wish. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 30, 2016 Share Posted May 30, 2016 Kind of in the same vein, I've noticed that any material created after I've opened the CK won't be displayed correctly until I reload the CK. I can apply them to meshes and it'll save just fine, but they'll still appear to use their base material. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 30, 2016 Share Posted May 30, 2016 In my experience, the editor doesn't recognize a new material file after it's been created until it's saved over again. The user has to choose 'Save As' and overwrite the bgsm file a second time or the application doesn't even recognize that the selected Material is currently open. Clicking 'Save' when editing new material generates the warning 'No Material Selected.' Instead of closing the application and losing your work. In my experience, the editor doesn't recognize a new material file after it's been created until it's saved over again. The user has to choose 'Save As' and overwrite the bgsm file a second time or the application doesn't even recognize that the selected Material is currently open. Clicking 'Save' when editing new material generates the warning 'No Material Selected.' Link to comment Share on other sites More sharing options...
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