mm137 Posted June 1, 2016 Share Posted June 1, 2016 What's the consensus on this? Is it preferable to package a mod in a ba2 instead of loose files, even if it's only a few of them? Is it just a texture thing, or is it beneficial for meshes, sounds, scripts, etc? The CK is already generating these bas2s, I'm just wondering if I should put them up on the nexus. Link to comment Share on other sites More sharing options...
DarthWayne Posted June 1, 2016 Share Posted June 1, 2016 I pack all my mods and all mods I download, if they aren't already. Simply because it is easier to manage. Link to comment Share on other sites More sharing options...
TrickyVein Posted June 1, 2016 Share Posted June 1, 2016 Packing scripts into a .ba2 apparently breaks them. This could be because of something else, but it's happened with at least one mod that I know of. Can anyone else confirm or deny this? Link to comment Share on other sites More sharing options...
registrator2000 Posted June 1, 2016 Share Posted June 1, 2016 If that were true then I'd expect 60% of mods on Bethesda.net to be broken. I've never encountered this issue of scripts not being read from archives myself, but I routinely read comments that scripts aren't running. I suspect that this could be an incorrectly configured INI, perhaps from an old INI that users had set up for modding before the CK was released. Link to comment Share on other sites More sharing options...
DarthWayne Posted June 1, 2016 Share Posted June 1, 2016 The only issue I have is that the game uses the script in the archive over the script in the files. Can cause confusion when you edits don't have an effect :D Link to comment Share on other sites More sharing options...
TrickyVein Posted June 1, 2016 Share Posted June 1, 2016 I suspect that this could be an incorrectly configured INI, perhaps from an old INI that users had set up for modding before the CK was released. How would one configure the game to not execute scripts from within an archive? Link to comment Share on other sites More sharing options...
mm137 Posted June 1, 2016 Author Share Posted June 1, 2016 Does it really help with load times? A couple of my mods have tons of meshes and textures. Link to comment Share on other sites More sharing options...
TrickyVein Posted June 1, 2016 Share Posted June 1, 2016 I don't think it makes a difference, not on machines that are overly qualified to run the game(s), anyway. I literally have almost every asset from New Vegas as a loose file and have never noticed any long load times or performance issues. For the bit of modding that I've done for Fallout 4, I also see no tangible difference between using loose files or packing them into a .ba2. Realizing that this is just my own subjective experience. Link to comment Share on other sites More sharing options...
Reneer Posted June 1, 2016 Share Posted June 1, 2016 (edited) I don't think it makes a difference, not on machines that are overly qualified to run the game(s), anyway. I literally have almost every asset from New Vegas as a loose file and have never noticed any long load times or performance issues. For the bit of modding that I've done for Fallout 4, I also see no tangible difference between using loose files or packing them into a .ba2. Realizing that this is just my own subjective experience.BA2's are compressed. So that means any textures (in YourMod - Textures.ba2) you have in them are likewise compressed, which can greatly lower the size of your mod. I don't know if that still holds true for XB1 BA2 files, however. As for BA2's "breaking scripts" that is simply not true. If it were, none of my mods, which all use BA2 files, would work at all for the mod users. The only issue I have is that the game uses the script in the archive over the script in the files. Can cause confusion when you edits don't have an effect :DI ran into this exact problem a few times too. Had to go into my INI files and tell the game to always use the Scripts folder. Problem solved. :smile: Edited June 1, 2016 by Reneer Link to comment Share on other sites More sharing options...
TrickyVein Posted June 1, 2016 Share Posted June 1, 2016 As for BA2's "breaking scripts" that is simply not true. If it were, none of my mods, which all use BA2 files, would work at all for the mod users. Yeah, I wouldn't think so. I suspect that maybe not everything was packed into the archive in the one case which I mentioned where packed scripts appeared to not be working. Link to comment Share on other sites More sharing options...
Recommended Posts