Reneer Posted June 5, 2016 Share Posted June 5, 2016 yatz, I'm sorry that my words "slapped you in the face" and that you felt I was interrogating you. I apologize - the words and the way I said them could (and should) have been written with a more positive tone. Link to comment Share on other sites More sharing options...
Korodic Posted June 13, 2016 Share Posted June 13, 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.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: Today i learned ... O.o I thought the creation kit always prioritized loose scripts over compressed ones. Ugh. I can only imagine how many times this unknowingly screwed me. Link to comment Share on other sites More sharing options...
Reneer Posted June 13, 2016 Share Posted June 13, 2016 Today i learned ... O.o I thought the creation kit always prioritized loose scripts over compressed ones. Ugh. I can only imagine how many times this unknowingly screwed me.I'm pretty sure the CK does do this. Fallout 4? Not in my experience. Link to comment Share on other sites More sharing options...
Engager Posted June 13, 2016 Share Posted June 13, 2016 Packing your stuff into ba2 is simply an invitation for someone to steal your mod and place it into Bethesda.net. Link to comment Share on other sites More sharing options...
TrickyVein Posted June 13, 2016 Share Posted June 13, 2016 (edited) That's a ridiculous thing to say. If you had any experience uploading mods to Bethesda's site at all you would know that the CK requires that you pack assets into a .ba2 archive anyway. It's literally a step in the process to creating a new mod on Bethesda's site. Edited June 14, 2016 by TrickyVein Link to comment Share on other sites More sharing options...
Reneer Posted June 14, 2016 Share Posted June 14, 2016 (edited) Packing your stuff into ba2 is simply an invitation for someone to steal your mod and place it into Bethesda.net.That's a ridiculous thing to say. If you had any experience uploading mods to Bethesda's site at all you would know that the CK requires that you pack assets into a .ba2 archive anyway. It's literally a step in the process to creating a new mod on Bethesda's site.Plus it's not as if someone couldn't just pack all your mod assets into a BA2 file anyway. Edited June 14, 2016 by Reneer Link to comment Share on other sites More sharing options...
Engager Posted June 14, 2016 Share Posted June 14, 2016 (edited) Literally that is precisely why i will keep all my mods assets without ba2 packing, and why i will never provide sources for my mod's scripts. Because i don't want bethesda.net and don't want my mod ever to go where, screw console gaming! Thing i was talking about is that packing will make things easier for the guys who want to steal and rename your mod, packing mod with scripts require at least a bit of knowledge, instead of just downloading, uploading and renaming. I'm even considering placing special bookmarks into scripts to make sure they will never work on console, no mater packed or not. Edited June 14, 2016 by Engager Link to comment Share on other sites More sharing options...
cdcooley Posted June 14, 2016 Share Posted June 14, 2016 Literally that is precisely why i will keep all my mods assets without ba2 packing, and why i will never provide sources for my mod's scripts. Because i don't want bethesda.net and don't want my mod ever to go where, screw console gaming! Thing i was talking about is that packing will make things easier for the guys who want to steal and rename your mod, packing mod with scripts require at least a bit of knowledge, instead of just downloading, uploading and renaming. I'm even considering placing special bookmarks into scripts to make sure they will never work on console, no mater packed or not.Those same actions will destroy modding as it has existed all these years. Sharing script source, packaging mods correctly, etc. are just basic good practice. If you stop doing those things and start adding traps in your code then the thieves have won and the modding community has a whole has lost. Link to comment Share on other sites More sharing options...
Recommended Posts