Deleted4363562User Posted August 16, 2016 Share Posted August 16, 2016 I've packed a couple mods into BA2's , but I'm always having to sift through referenced vanilla items in addition to the actual loose files in the Fallout Data directory. Is there a way to display only the loose files referenced? Link to comment Share on other sites More sharing options...
Deleted4363562User Posted August 16, 2016 Author Share Posted August 16, 2016 Was there something changed in the recent CK update? Now no matter what I do, none of the BA2 archives work in-game. Th assets don't show up. But the loose files are fine. ???? Link to comment Share on other sites More sharing options...
chucksteel Posted August 17, 2016 Share Posted August 17, 2016 I've packed a couple mods into BA2's , but I'm always having to sift through referenced vanilla items in addition to the actual loose files in the Fallout Data directory. Is there a way to display only the loose files referenced?If I understand your question correctly (and I may not, I think your saying your getting what seems to be random meshes and textures also packed with your .ba2's) If so, it's because you have other loose files in your data folder, other then the ones you've created for your mod. The Ckit will pack any loose files for any form your mod touches regardless of if it's the exact same file as the one in the original .ba2. An example of this is I have a mod that adds a full color map to the Pip-Boy and I make a mod that only edits one form in concord (it could be a simple edit such as setting a rubble form to "Initially Disabled".) If I go to create an archive (Even though the mod does not need one) or upload the mod to Bethesda.net the Ckit will pack the loose map texture from the other mod because "Worldspace Commonwealth" has been edited in my new mod. The Ckit does not know exactly what you have done, it only sees edited forms and loose assets (Meshes, Textures, Materials, Sounds, and whatnot) so it wants to pack all corresponding files for you. I brought this up during the hight of the Beth.net mod theft because I do feel that some (Not all and not most!) of the asset theft was being done unintentionally because of the fact that there were a lot of people new to modding and simply just the excitement over the Ckit finally being released. I feel my worming was some what brushed off and I was even accused of trying to justify or support the mod thieves when all I was trying to do was to help people from accidentally including others work with there mods. After a few accusations I just let it go for the most part and said to myself "Good luck! Your on your own!" I have made this mistake myself, once was right after I realized the ckit was doing this and it was only the vanilla map texture and another was with the Xbox version of Beantown Interiors where I forgot to remove some other mods files and they were packed into my archive and uploaded to Beth.net. (I corrected the mistake in a few hours because I was getting reports of missing textures. I forgot to remove a mods loose meshes but did remove it's textures and materials.) I also know that Modern Firearms did this at least once and was removed from both the nexus and Beth.net until the issue was resolved. They like me are not thieves, we are just people who sometimes make mistakes. It's easy to miss a few files especially when you start getting into the 100's of custom assets included with your mod. In my XBox case I missed 10 meshes out of 130 other custom meshes! :wallbash: (Ok I'll get off of my soapbox now! :whistling:) You can avoid this issue in a few ways. but the simplest way is to keep all your mods assets in Mod specific folders. I use BTInt_ as the prefix for all my folders. Example Data/Meshes/BTInt_Meshes/ "Sub folders", Data/Textures/BTInt_Textures/ "Subfolders", and so on. When I go to pack my assets I try to make sure and move any other files out of my Meshes, Textures, Materials folders other then my BTInt_Folders. Doing this the Ckit can only find my assets and not other mods assets which I may also have installed. As I said above this isn't the perfect solution and I've forgotten files before and probably will again!!!!! :wallbash: But for the most part it works. :dance: Link to comment Share on other sites More sharing options...
Deleted4363562User Posted August 17, 2016 Author Share Posted August 17, 2016 I've packed a couple mods into BA2's , but I'm always having to sift through referenced vanilla items in addition to the actual loose files in the Fallout Data directory. Is there a way to display only the loose files referenced?If I understand your question correctly (and I may not, I think your saying your getting what seems to be random meshes and textures also packed with your .ba2's) If so, it's because you have other loose files in your data folder, other then the ones you've created for your mod. The Ckit will pack any loose files for any form your mod touches regardless of if it's the exact same file as the one in the original .ba2. An example of this is I have a mod that adds a full color map to the Pip-Boy and I make a mod that only edits one form in concord (it could be a simple edit such as setting a rubble form to "Initially Disabled".) If I go to create an archive (Even though the mod does not need one) or upload the mod to Bethesda.net the Ckit will pack the loose map texture from the other mod because "Worldspace Commonwealth" has been edited in my new mod. The Ckit does not know exactly what you have done, it only sees edited forms and loose assets (Meshes, Textures, Materials, Sounds, and whatnot) so it wants to pack all corresponding files for you. I brought this up during the hight of the Beth.net mod theft because I do feel that some (Not all and not most!) of the asset theft was being done unintentionally because of the fact that there were a lot of people new to modding and simply just the excitement over the Ckit finally being released. I feel my worming was some what brushed off and I was even accused of trying to justify or support the mod thieves when all I was trying to do was to help people from accidentally including others work with there mods. After a few accusations I just let it go for the most part and said to myself "Good luck! Your on your own!" I have made this mistake myself, once was right after I realized the ckit was doing this and it was only the vanilla map texture and another was with the Xbox version of Beantown Interiors where I forgot to remove some other mods files and they were packed into my archive and uploaded to Beth.net. (I corrected the mistake in a few hours because I was getting reports of missing textures. I forgot to remove a mods loose meshes but did remove it's textures and materials.) I also know that Modern Firearms did this at least once and was removed from both the nexus and Beth.net until the issue was resolved. They like me are not thieves, we are just people who sometimes make mistakes. It's easy to miss a few files especially when you start getting into the 100's of custom assets included with your mod. In my XBox case I missed 10 meshes out of 130 other custom meshes! :wallbash: (Ok I'll get off of my soapbox now! :whistling:) You can avoid this issue in a few ways. but the simplest way is to keep all your mods assets in Mod specific folders. I use BTInt_ as the prefix for all my folders. Example Data/Meshes/BTInt_Meshes/ "Sub folders", Data/Textures/BTInt_Textures/ "Subfolders", and so on. When I go to pack my assets I try to make sure and move any other files out of my Meshes, Textures, Materials folders other then my BTInt_Folders. Doing this the Ckit can only find my assets and not other mods assets which I may also have installed. As I said above this isn't the perfect solution and I've forgotten files before and probably will again!!!!! :wallbash: But for the most part it works. :dance: Hey Chuck, always helpful. Yeah, I've figured some of that out. The Ck will also put any new static items you create into the BA2. For example, if you make static versions of food, it considers them new assets and wants to use all the vanilla paths in the BA2. In my Home Plate mod, I had to manually remove them all, lest I wanted a 200 mg upload for an otherwise 20mg. :ohmy: I've been following the practice of keeping my assets in named folders. Everything I do will be something like Meshes>aloot>HomePlate or Textures>aloot>CambridgePoliceFixes. Link to comment Share on other sites More sharing options...
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