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Help console mods and CK (.bsa/.esp problem)


PandoraAI

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Hi guys I've upload my first mod to Bethesda, but some users have been reported when they disable or uninstall the mod, some things are still remaining (it's a pretty simple mod, only change the color of the markers on the map/compass).

 

The problem is, I've never used the creation kit to make .bsa and .esp files (and reference both). I've been looking all night some tutorial like "How to make an .esp; and when you activate the .esp in game, the .bsa files are loaded. And if you disable the .esp the .bsa files aren't loaded".

 

For PC, you only drop the loose files and it's done, no .esp, no .bsa, nothing. But in consoles I've to make both! I've made the .bsa (contains map.swf and hudmenu.gfx), and a dummy .esp, but: what I need to program inside the esp to activate/deactivate the .bsa????

Following this steps to make both files: https://forums.nexusmods.com/index.php?/topic/4991860-how-to-pack-skyrim-se-mods/

 

Is this achieved with "quests"? pleaseee help! D:

 

Maybe I uploaded the files too quickly :/

I want to fix my error but I don't know where to ask nor what to do

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Maybe some helpful information for you.

http://afkmods.iguanadons.net/index.php?/topic/3676-skyrim-information-baked-into-saves/

  • Map Marker data. Specifically, if you alter a map marker, remove the name from it, then proceed to play, the map marker will permanently lose this information even after the mod is removed.

So they need to revert to a save from before they added your mod if they don't like it. This is true with most mods and there's nothing you can do about it.

Edited by io121
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