Lu5ck Posted March 19, 2017 Share Posted March 19, 2017 I have been thinking of packaging the loose files of the mods into ba2. However, I do not know if doing so will break the mods or not. Anyone know? Also, how does the game knows which ba2 to load o.O Link to comment Share on other sites More sharing options...
chucksteel Posted March 19, 2017 Share Posted March 19, 2017 They need to be named "MyMod - Main.ba2" and "MyMod - Textures.ba2" the space before and after the hyphen is important if it's not done correctly the game will not load the ba2's No if these loose file are already associated with a mod then you can just use the create archive function in the ckit. If they are not you could associate them with a another mod in your game (best if the mod doesn't already have archives) or use the ckit to create a new blank .esp to associate the meshes and textures with. Then use archive2 to pack all of the loose file. (I am sort of assuming these are texture replacers) edit archives need to be associated with an .esp or .esm for the game to use them. Edit#2 If you have both texture replacers and mods with loose files you also could use the create archive function in the ckit then click the add file button on the top of the window and add any of the other loose replacer files to that. Link to comment Share on other sites More sharing options...
Lu5ck Posted March 19, 2017 Author Share Posted March 19, 2017 (edited) The "MyMod" is same filename as esp? As for the "main" file, it contain all the non-textures files? Edited March 19, 2017 by Lu5ck Link to comment Share on other sites More sharing options...
chucksteel Posted March 19, 2017 Share Posted March 19, 2017 Yes the MyMod is the name of the mod.esp Yes the main contains Materials, meshes, Scripts, Animations, Interface, I'm not sure about sound but, I think so. all .dds go into the textures .ba2 Link to comment Share on other sites More sharing options...
Lu5ck Posted March 20, 2017 Author Share Posted March 20, 2017 (edited) I assume it is affected by the load order and the newer ba2 will override the previous ones? If I create a empty dummy esp just to tie the ba2 to it, will it load that ba2 and override the previous ones? Edited March 20, 2017 by Lu5ck Link to comment Share on other sites More sharing options...
chucksteel Posted March 20, 2017 Share Posted March 20, 2017 Yes you are correct, Load order is important so if your For example just doing this for texture replacers then load that last. the empty .esp will not conflict with anything because it has nothing in it and only loads your textures. Link to comment Share on other sites More sharing options...
Lu5ck Posted March 21, 2017 Author Share Posted March 21, 2017 Great. Thanks. Link to comment Share on other sites More sharing options...
damanding Posted March 21, 2017 Share Posted March 21, 2017 You might want to read up on using Archive2: http://wiki.step-project.com/Guide:Archive2. You can also pack files with that instead of in CK. Link to comment Share on other sites More sharing options...
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