Magus01 Posted October 8, 2017 Share Posted October 8, 2017 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.espModName.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 More sharing options...
wim95 Posted October 8, 2017 Share Posted October 8, 2017 Rename "ModName.ba2" to "ModName - Main.ba2" Link to comment Share on other sites More sharing options...
Magus01 Posted October 8, 2017 Author Share Posted October 8, 2017 Rename "ModName.ba2" to "ModName - Main.ba2"Aha - thank you :-) This solved it, now LOOT also identifies the archive. Link to comment Share on other sites More sharing options...
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