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Mod Loose Files


Lu5ck

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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.

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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 by Lu5ck
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