Aeradom Posted September 17, 2016 Share Posted September 17, 2016 While I'm working on installing mods for a new playthrough, I've noticed there are several great mods that haven't been updated since the CK came out. Now, I'm not really worried about them not working, especially the texture overhaul stuff like After The Fallout . But I would like them to have them in ba2 format to just make things a little less cluttered and a little quicker on the load up times. The thing is, I've never modded before. I mean, I've made the occasional edits on FO4Edit to resolve conflicts or merge patch, but nothing like this. I was hoping someone could point to a guide as a quick google search or the sticky didn't seem to have what I'm looking for. Oh, and I'm not really looking to upload them to the Nexus, but if I do, I'll make sure to get the author's permission. I am curious though what you do if the individual in question hasn't logged on for quite some time. Link to comment Share on other sites More sharing options...
Ethreon Posted September 17, 2016 Share Posted September 17, 2016 You could probably load them up in CK, then use it's function to pack mods. Link to comment Share on other sites More sharing options...
ousnius Posted September 17, 2016 Share Posted September 17, 2016 "Fallout 4\Tools\Archive2\Archive2.exe" :wink: Just because a mod doesn't have its data in a BA2, it's not any worse or stops working, though.They will work just fine. Link to comment Share on other sites More sharing options...
Aeradom Posted September 17, 2016 Author Share Posted September 17, 2016 (edited) "Fallout 4\Tools\Archive2\Archive2.exe" :wink: Just because a mod doesn't have its data in a BA2, it's not any worse or stops working, though.They will work just fine. I love you! That is exactly what I need! And far be it from me to contradict you, but I've heard from multiple people that when dealing with mods that have like more than a hundred or two hundred loose files it's better to package them as things load faster. Are you saying that's not true? Like I was thinking of using this with a mod like, After the Fallout for example that has something over a thousand if I recall. Edited September 17, 2016 by Aeradom Link to comment Share on other sites More sharing options...
shadowslasher410 Posted September 18, 2016 Share Posted September 18, 2016 It depends. Using BA2 archives can, in some cases, cause the mod's assets to not load properly. Link to comment Share on other sites More sharing options...
Aeradom Posted September 18, 2016 Author Share Posted September 18, 2016 It depends. Using BA2 archives can, in some cases, cause the mod's assets to not load properly. So better to just leave them loose? Link to comment Share on other sites More sharing options...
dazzerfong Posted September 18, 2016 Share Posted September 18, 2016 (edited) It mostly bugs because they're running completely outdated copies (which usually signals something else.....). Had this issue with a few people whose guns were invisible: turns out they were all run unpatched versions. BA2 all the way. Using BA2's for textures streamlines the efficiency, while its effect on other stuff is not as significant. Furthermore, it prevents clutter when you delete files from your mod and update it. CK does it automatically: just click Create Archive. Remember to save the archives as (plugin name) - Main.ba2 and (plugin name) - Textures.ba2 for it to associate with your plugin. Edited September 18, 2016 by dazzerfong Link to comment Share on other sites More sharing options...
Aeradom Posted September 18, 2016 Author Share Posted September 18, 2016 (edited) It mostly bugs because they're running completely outdated copies (which usually signals something else.....). Had this issue with a few people whose guns were invisible: turns out they were all run unpatched versions. BA2 all the way. Using BA2's for textures streamlines the efficiency, while its effect on other stuff is not as significant. Furthermore, it prevents clutter when you delete files from your mod and update it. CK does it automatically: just click Create Archive. Remember to save the archives as (plugin name) - Main.ba2 and (plugin name) - Textures.ba2 for it to associate with your plugin. To be clear, (and honestly, you may already know this and I'm the one that's not clear... which wouldn't be shocking) I already have the ba2 archive (sort of, more at the end) as I'm working backwards in the mod creation process. I have an esp for it as well. The one thing I don't get though is way I'd need a Main.ba2. That's because when looking for an example, I checked FAR (as I know it was switched to an archive) and that doesn't have a Main.ba2. That also has a meta.ini which I'm wondering if that might be part of the issues as well. In any case, I ran into an issue which brings me back to the "sort of" part. I used the archiver and managed to bundle it as general but later found out I need to package it as dds. Problem is, that it pops out an error stating: "since it is not supported for this archive type". Now that might be enough for me to call it, but I know at least one person did this because they uploaded it to the Nexus (it was hence taken down as he didn't get permission). I haven't said it yet, but thanks for everyone who's responded. Edit: Thought about asking the guy how he did it but unfortunately I can't get an author's name from the mod page. Edited September 18, 2016 by Aeradom Link to comment Share on other sites More sharing options...
Aeradom Posted September 18, 2016 Author Share Posted September 18, 2016 You could probably load them up in CK, then use it's function to pack mods.I got so excited with the Archiver I forgot to comment to you, didn't mean to be ignoring you like that. In any case, I'd love to load the archive into CK but I don't know how. From my research, the only reference that I found to doing such a thing was when Elianora commented on a reddit thread. The problem is that was on Skyrim, and the advice she gave (editing the CK ini) but the settings weren't in the new one. There was a different reddit post that I saw what I can put the textures folder into the data folder and the CK should detect it but not having much luck there. I'm getting tired though, I'll come back to it tomorrow. Link to comment Share on other sites More sharing options...
dazzerfong Posted September 18, 2016 Share Posted September 18, 2016 You could probably load them up in CK, then use it's function to pack mods.I got so excited with the Archiver I forgot to comment to you, didn't mean to be ignoring you like that. In any case, I'd love to load the archive into CK but I don't know how. From my research, the only reference that I found to doing such a thing was when Elianora commented on a reddit thread. The problem is that was on Skyrim, and the advice she gave (editing the CK ini) but the settings weren't in the new one. There was a different reddit post that I saw what I can put the textures folder into the data folder and the CK should detect it but not having much luck there. I'm getting tired though, I'll come back to it tomorrow. What Ethreon described was what I just posted, FYI. Link to comment Share on other sites More sharing options...
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