TripleSixes Posted October 31, 2016 Share Posted October 31, 2016 I am not new to archiving mods in CK, or using Archive.exe. Something I have noticed is when I archive with the CK is that the Data\Sound\Voice\MyMod* directory does not get packed into the .bsa file. I also usually just include the .seq file for quests as a loose directory Data\Seq\MyMod.seq. I have an overhaul mod that I am working on with about 4000 files so far, and I was packing for a Halloween release but I ran into issues. Packing with the CK, in addition to the already referenced directories not being included in the .bsa, there are missing scripts. These scripts appear in the CK's archive asset-list (The list that appears before packing your .bsa). There are too many files to sanely pack manually. I unfortunately did not set the setting in the CK to name all quest fragment scripts with my mod's prefix, so there is literally no way to check if they are all there and accounted for. When I packed all I thought I needed, I moved the archive and .esm file to my test machine and the game crashed at the beginning of a spell-cast. Since the spell is in-game (and worldspaces) I doubt the plugin is to blame, but maybe the spell cast sound or script attached to the magic effect, but I will test it more tonight after attempting a more thorough archive packing. All of my directories (Meshes*\MyMod* etc) are cleanly laid out, but when I get to the script directory it is all dumped into Scripts* and Scripts\Source*, and constant copy and pasting makes "Date Last Modified" not an option to assist me with discerning which quest fragment scripts are mine. It also doesn't help that I have been working on this mod for the last three years and my scripts go back as far as that... I have tried packing with BSAopt. I set the archiver to "Skyrim" and set the compression to 10 "Maximum", and the other settings according to DarkFox's tutorial What I get is a .bsa that is 173KB large. It contains all of the files, but these files are all ~0KB each, which is not correct obviously. Is there anything I am doing wrong? Maybe I should run the program as administrator? (Worth trying when I get home I guess...) What method do you use for packing your .bsa files? Are there any tips you can offer me? :sad: I always dread this part of mod development. Link to comment Share on other sites More sharing options...
PeterMartyr Posted November 1, 2016 Share Posted November 1, 2016 (edited) With the Internal Archive app some files get missed, mainly seq, FaceGen (nif & textures), & voice (fuz, or lip with wav) source codes can be removed if don't want them packed.Makes sure yours files are in Data Folder with CK closed you can Add Folders or Files from windows to External Archive app with CK open click Make Archive then,- - you need to Add Files that get missed from windows to Internal Archive app you can delete from both apps the Internal does a better job but buggy with the files selection. If you are using the External you need to tick appropriate boxes as well. Play with it you'll soon get the idea. Edited November 1, 2016 by PeterMartyr Link to comment Share on other sites More sharing options...
TripleSixes Posted November 3, 2016 Author Share Posted November 3, 2016 Thank you for the suggestion! I will play with the internal archive application in CK, and see if I can add files to it before packing. Do any files not function inside of the BSA? Link to comment Share on other sites More sharing options...
PeterMartyr Posted November 4, 2016 Share Posted November 4, 2016 No all vanilla files work excepts thing like xml for HDT, json files for Advance Skse Stuff & that not vanilla anyway, also never packed anything that goes in SKSE folder or fore's Fnis behavior & txt files. But .hkx files since they are vanilla can be packed, as long as Fnis.txt marks them as packed in BSA. We all learn by trail & error so don't be discourage mistakes. Link to comment Share on other sites More sharing options...
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