Deleted4363562User Posted August 4, 2017 Share Posted August 4, 2017 I'm currently trying to get this working in Fallout 3, but figured I'd ask here cause more people play New Vegas. I've tried a lot of things with no success. The packed textures will not show up in game. I'm using MO at the moment. I packed all files into three separate bsas NMC - Textures.bsaNMC - Texures2.bsaNMC - Texures3.bsa and I made a dummy NMC.esp I've toggled AI. No change. I tried packing all textures into a single bsa. No change. I renamed the bsa to the original "Fallout - Texures.bsa". Screen turned pink on start up. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 4, 2017 Share Posted August 4, 2017 What are you using for create the BSAs? The format changed between Oblivion and Fallout 3. Try using the BSA tool in FOMM-Forked. There also is a 2GB limit to the size of the BSA file, because that is what 32-bit games assume is all that can be accessed from the OS. (Using a 4GB patch does not circumvent the design limitation.) See this thread. Also read the "2-4GB Game Memory limits and solutions" article in my signature if you want to understand what is with that limit. -Dubious- Link to comment Share on other sites More sharing options...
Deleted4363562User Posted August 4, 2017 Author Share Posted August 4, 2017 What are you using for create the BSAs? The format changed between Oblivion and Fallout 3. Try using the BSA tool in FOMM-Forked. There also is a 2GB limit to the size of the BSA file, because that is what 32-bit games assume is all that can be accessed from the OS. (Using a 4GB patch does not circumvent the design limitation.) See this thread. Also read the "2-4GB Game Memory limits and solutions" article in my signature if you want to understand what is with that limit. -Dubious-Thanks for the reply. I will do all that. I might have the second updated version of FOMM instead of the fork version. But yeah, I was using FOMM. I'll report back once/if I can resolve the issue. Thanks again. Link to comment Share on other sites More sharing options...
Deleted4363562User Posted August 4, 2017 Author Share Posted August 4, 2017 I tried the Fork FOMM BSA packer. No change. I packed the NMC Maximum textures into two BSAs, each smaller than 2 gigs. Didn't use compression. NMC - Textures.bsaNMC - Textures2.bsaNMC.esp No change. Nothing shows up in game. The BSAs are being packed though. I can unpack them and see all the assets in their proper folder structure. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 4, 2017 Share Posted August 4, 2017 (edited) Not an expert on this. Most of what I know is based upon info from Oblivion, which is still good to the best of my knowledge (with caveats about format changes as previously mentioned). Not sure if a "dummy ESP" that does nothing is sufficient to invoke a BSA, because those are supposed to have content ("objects") that need the assets (meshes/textures) from the BSA. You might want to try INI registration as mentioned in that article. Guessing the most likely reason your repackaging is not working would be the "top level" of the archive is something other than "Meshes" and "Textures". The BSA structure assumes everything is under "Data", so "Data" is not needed or wanted as the "Top level". Also, it cannot be some top level folder name the game does not recognize (i.e. not "NMC\Textures"). See how the vanilla BSAs are structured if you have questions. Otherwise, would need to see your BSA package structure to see if anything "jumps out". -Dubious- Edited August 4, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
Deleted4363562User Posted August 5, 2017 Author Share Posted August 5, 2017 It's not a file structure issue. I just unpacked the vanilla "Fallout - Textures.bsa" into a desktop folder, overwrote them with NMC textures and then packaged it all up again into two bsas: Fallout - Textures.bsa and Fallout - Textures2.bsa. The game launches and the NMC textures show up in-game. This works, but I'd rather not do it this way. The problem seems to be with the dummy esp. Link to comment Share on other sites More sharing options...
Darsii Posted October 26, 2017 Share Posted October 26, 2017 I don't know if you're still working on this but if so the .esp file has to have the exact same name as the bsa you're trying to load. So you'd want NMC - Textures.esp and NMC - Textures2.esp for example. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 26, 2017 Share Posted October 26, 2017 I don't know if you're still working on this but if so the .esp file has to have the exact same name as the bsa you're trying to load. So you'd want NMC - Textures.esp and NMC - Textures2.esp for example.Not quite completely true. The initial, "significant portion" of the ESP and BSA filenames have to match. How many characters is "significant" varies but must be sufficiently identical up to the point needed to differentiate between similarly named files. The numbered versions of the new BSA files should both be invoked by "NMC - Textures" in a single ESP file name. See the Fallout version of the BSAs for an example. You just need to ensure you don't duplicate folders between the multiple similarly named BSAs. The engine has no mechanism to resolve the same paths in more than one BSA for an ESP. In that case it tends to randomly grab from one or the other, producing "less than satisfactory results". -Dubious- Link to comment Share on other sites More sharing options...
rickerhk Posted October 29, 2017 Share Posted October 29, 2017 Try making it a dummy NMC.esm instead of esp. With the esm bit set. Link to comment Share on other sites More sharing options...
aphest Posted August 16, 2018 Share Posted August 16, 2018 (edited) You should name them Textures01.bsa, Textures02.bsa Textures03.bsa etc Edited August 16, 2018 by aphest Link to comment Share on other sites More sharing options...
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