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Looking For Guide On How To Convert Pre-CK Mods to ba2 Format


Aeradom

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What Ethreon described was what I just posted, FYI.

 

 

Sleep is for the weak, right? Okay, so progress was made. What I did was used the dummy plugin test.esp. Then, I already had an archive created with the archiver tool (correct if I'm wrong but does it matter if the ba2 is made in CK as opposed to the Archiver?). This is where I'm sure I did something wrong but it was what you seemed to be saying. I took that archive and doubled it and renamed the two as test - main and test - textures. Booted up the game and sure enough, I see the mod finally so progress.

 

That being said, I'm sure I still did something wrong as it shouldn't be that big. I noticed where Sparrow had used a different form of compression for the main.bsa so I'll check on that tommorow. But that really is all for me tonight because yeah, I've been at this for 8 hours. I'll check back when I wake up in a few hours.

 

I already said once but seriously guys, thanks.

Edited by Aeradom
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Something I couldn't find a firm answer to is what happens with ba2 files in terms of conflict. I'm pretty sure that it follows the normal rules and that lower order wins (hence why with something like TOP you do that first and then add texture mods). However, while doing all the research to figure stuff out, I saw a reference to if the mods were the same it goes off of the first letter, or something about alphanumeric setup.

To put succinctly, how does conflict management work with ba2? Same as with loose files?

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