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Should I be using ba2s instead of loose files?


mm137

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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.

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  • 2 weeks later...

 

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 :D

I 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.

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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.
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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 by TrickyVein
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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 by Reneer
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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 by Engager
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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.

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