wizardmirth Posted December 4, 2016 Share Posted December 4, 2016 (edited) Hello, I have 10 scripts I want to add to BSA archive for my mod. From what I can gather from this article I need to add the PEX files but should also add the PSC files to keep it "open source" for users. Is this correct? Also, when I look up what my mod uses (using "Create Archive" in the CK) I see some textures and meshes listed there that I have as loose files in my game/install folder. I believe that these loose objects are from SMIM as I only placed vanilla objects. So should I ignore these objects when creating the BSA? And is the CK builder safe to use for this or should I use TesArchive? Thanks! Can't seem to find this info anywhere! EDIT: Never mind I figured it out. I placed both file types using TesArchive. I then moved the loose scripts to a temp location and tested in game to make sure the scripts are there via the bsa and it worked. Edited December 4, 2016 by wizardmirth Link to comment Share on other sites More sharing options...
sp0ckrates Posted December 4, 2016 Share Posted December 4, 2016 Sorry for the stupid question. Do scripts for Xbox One mods go in this folder? Data\XB1\Scripts\ Or this folder? Data\XB1\Data\Scripts\ Or this folder? Data\Scripts\XB1\ Link to comment Share on other sites More sharing options...
Sulhir Posted December 9, 2016 Share Posted December 9, 2016 (edited) \Skyrim Special Edition\ExportArchiveRootXB1\Data\Scripts is where the XBOX scripts are stored after packing. If you want to be able to edit your mod using your custom scripts they go in the usual \Skyrim Special Edition\Data\Scripts like everything else. PSC files always go in \Skyrim Special Edition\Data\Source\Scripts Edited December 9, 2016 by Sulhir Link to comment Share on other sites More sharing options...
chenlixyz Posted December 13, 2016 Share Posted December 13, 2016 Thanks for providing the detail steps of how to pack BSA in CK. Only one thing. :) I'm not seeing why we can't use tools\archive.exe tool directly to generate BSA file. CK calls it to generate the pack too. I personally used it many times to pack mods and I'm so far not experiencing any problems yet. It also provides some additional features that are not available when packing via CK. First, it allows you to add folders directly. It'll recursively add all files in that folder (and subfolders) to your pack. If your mods has many folders, this feature alone will save you quite some time. Second, you don't have to split your pack into 2 BSA files. Packing via CK, you don't have a choice. At least, I don't find one. Maybe I missed it. But using achiver.exe directly, you can split, or not split, your pack how ever you like. Another feature that I think very handy is to compress not only textures but anything you like. Creating pack through CK, only textures pack are compressed. Everything else are packed uncompressed, This is usually OK, because texture tends to take more disk spaces anyway. But there are always exceptions. For example, I created BSA pack for hair pack "KS Hairdo's Renew". That mod contains over 1.7GB mesh data. If packing in CK directly, you'll end up with a 1.7GB bsa file. But using achive.exe, the mesh pack is compressed about 50% down to 900MB. Just my 2 cents. :) Link to comment Share on other sites More sharing options...
Mudran Posted December 20, 2016 Share Posted December 20, 2016 (edited) From what I understood and feel free to correct this procedure if you feel its wrong.in the creation kit ini, set under [Archive] at the line SResourceArchiveList2=Skyrim add the line "Mymod.bsa, Mymod - Textures.bsa" of course renaming to your mod name. I would like to ask if I have to do this - I don't understand how this would help other users? Or why should I write my mods bsa to creation kit.ini? And I can see now what I did wrong - I really have to delete the prepared list in Archive packing and drop all the files there manually. EDIT:It worked, so thank you. but I have another problem - when I change the file for download, it says it is different, but when I download it for myself to test it, it will download the old file :sad:EDIT2:I have found the delete old file option in upload setting, so all should be OK now. Edited December 20, 2016 by Mudran Link to comment Share on other sites More sharing options...
AlexanderJVelicky Posted December 20, 2016 Share Posted December 20, 2016 Does anyone know how I can get a .FST file to pack properly? It is needed for tree LOD to show up and the archive.exe says it's not a valid filetype. Link to comment Share on other sites More sharing options...
Mudran Posted December 20, 2016 Share Posted December 20, 2016 (edited) I know you were looking for answer at Bethesda dead forums. Did you try to ask at this page? It is Arthmoor and co. page I think, so hopefully someone will know it there.http://afkmods.iguanadons.net/index.php?/forum/347-modding-support-and-discussion/ Edited December 20, 2016 by Mudran Link to comment Share on other sites More sharing options...
Dimitrisgrr Posted December 22, 2016 Share Posted December 22, 2016 Why follow steps 5-7 ? I mean i repacked my oldrim mods that came in .bsa format without following them and have no issues whatsoever. Besides it's already there , deleting and readding them doesn't change anything and the archiver still knows which are textures and which are meshes, scripts etc. Link to comment Share on other sites More sharing options...
flyddon Posted January 3, 2017 Share Posted January 3, 2017 I have a question about naming.. My mod is named Bobbigcastle in my data folder I is see Bobbigcastle.esp Now, as I have been making my mod, any scripts, Xmarkers and textures ...ect I have prefix the name with NGIJ such as NGIJcheckbook1Xmarker or script NGIJbeforetrigger as it was said in many of the tutorials. I of course did not want the name of my mod to be NGIJBobbigcastle, so was I right in the way I named my files ? or is this going to be an issue. the mod (with this naming convention) works fine on my modding PC. p.s. the mod is not really named Bobbigcastle. Link to comment Share on other sites More sharing options...
Atuum Posted January 25, 2017 Share Posted January 25, 2017 (edited) I'm still having an issue with invisibility using the HikariArmourPack from modtype. Not sure if it's because it's a JPN mod or not, but it doesn't seem to be working. http://i1237.photobucket.com/albums/ff465/Atum_Antonio/1.png **EDIT**I used Archive to merge the two BSAs. Thanks for the guide, though I feel this is a necessary addition as a work around for those running into this issue. http://i1237.photobucket.com/albums/ff465/Atum_Antonio/1_1.png Edited January 25, 2017 by Atuum Link to comment Share on other sites More sharing options...
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