steve40 Posted November 3, 2016 Share Posted November 3, 2016 I'm trying to create an SSE Edition of my skyBirds mod. I've extracted the files and converted the meshes etc, and I've gotten the mod to work perfectly in SSE, as long as the assets are kept as loose files. However, after using CK to pack them into BSA files, the game loads my esp but cannot find the scripts, meshes, textures, sounds etc. I also tried using the SSE version of Bethesda Archive Extractor to make sure the archives were not corrupted, and they seem to be fine. I haven't tried any other mods that use BSA files yet. The game is presumably loading the vanilla BSA assets, as I haven't noticed anything unusual after exiting Helgen Keep. Are there any settings that I need to add to my ini file to make mod archives work? A quick google and I couldn't find any info, so I'm asking here. Cheers. Link to comment Share on other sites More sharing options...
PeterMartyr Posted November 3, 2016 Share Posted November 3, 2016 Once you have created the BSA's remove the loose files from the data folder then in your CreationKitCustom.ini add your Mod to SResourceArchiveList2 [Archive] SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, <ModName>.bsa, <ModName> - Textures.bsa Then Load the Mod in Creation Kit 64 to check for errors (missing Meshes & Textures) in the BSA's Cheers. Link to comment Share on other sites More sharing options...
steve40 Posted November 3, 2016 Author Share Posted November 3, 2016 Hmm. I thought that step (SResourceArchiveList2) was only necessary if there was no esp? I'll try it anyway and see if it helps. Cheers. Link to comment Share on other sites More sharing options...
PeterMartyr Posted November 3, 2016 Share Posted November 3, 2016 The Kit won't load Bsa other wise, and it temporary tweak just testing new BSA. Link to comment Share on other sites More sharing options...
steve40 Posted November 3, 2016 Author Share Posted November 3, 2016 Oh, I missed the bit where you wrote "CreationKitCustom.ini". it's actually the game that I'm having issues with, not the CK. After successfully creating the BSAs for my mod, the game loads the esp but refuses to read the two BSAs that go with it :( Link to comment Share on other sites More sharing options...
Deleted3897072User Posted November 3, 2016 Share Posted November 3, 2016 Oh, I missed the bit where you wrote "CreationKitCustom.ini". it's actually the game that I'm having issues with, not the CK. After successfully creating the BSAs for my mod, the game loads the esp but refuses to read the two BSAs that go with it :sad:Doesn't the bsa have to have the same name as the esp? Can you have more than one bsa for a single plugin? Link to comment Share on other sites More sharing options...
steve40 Posted November 3, 2016 Author Share Posted November 3, 2016 (edited) Doesn't the bsa have to have the same name as the esp? Can you have more than one bsa for a single plugin? In Skyrim Original, yes, only one bsa. In SSE the CK wants to create two archives, one for "main files" and one for "textures". This is similar to Fallout 4, where mods have two BA2 archives, one called "Mod - Main.ba2" and one called "Mod - Textures.ba2". Curiously, I used archive.exe to manually pack my mod files into a single archive with the same name as my mod - and it works :smile: I'm confused why the SSE CK wants to create two separate archives similar to FO4 if it doesn't support that. Edited November 3, 2016 by steve40 Link to comment Share on other sites More sharing options...
steve40 Posted November 3, 2016 Author Share Posted November 3, 2016 Ok, I've figured it out. The main archive for SSE must have the same name as the esp file, but the textures archive can be called something like "Mod - Textures.bsa".I got confused because in FO4 the main archive can have "- Main" in its name. Link to comment Share on other sites More sharing options...
Deleted3897072User Posted November 3, 2016 Share Posted November 3, 2016 Good catch. I wonder if they separate the textures because they have to be a different format for XBox? Link to comment Share on other sites More sharing options...
thumbincubation Posted November 3, 2016 Share Posted November 3, 2016 That's how I understood it, that x-box needed the textures to be separate so they kept it consistent. Link to comment Share on other sites More sharing options...
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