Jump to content

Short question to mod packing


Magus01

Recommended Posts

Hello,

 

I know this was discussed earlier and several times, but I did not find an answer to my specific question:

 

What I want to do: I changed just one script and nothing else, the script is part of a official DLC. In the CK the script compiled without problems and is then stored as a 'loose file'.

 

Now I want to pack just this one change into a mod, so I did this in the CK, created a mod with a name, and then packed only this script into a ba2 archive with the same name like the mod, two files are the result:

 

ModName.esp

ModName.ba2

 

Looking at this result I found with the xedit (FO4Edit), that the mod has no records, but a correct header, the ba2 archive has the compiled script. Since I did not change anything except the script, I think the esp is correct. True?

 

My question: Is this the correct way? I do not want loose files. But will the game use the MOD .esp file (which it recognizes), and unpack the archive provided with it, and use the new script? Or do I need something else?

 

Thank you.

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...