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BA2 File Problems


Worsin

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I am having 2 problems

 

1. When i try to use BA2 files they wont load. I have tried the following names

 

WIPAG - Paint Garage - Full (Easy).esp

 

WIPAG - Paint Garage - Full (Easy) - Textures1.ba2

WIPAG - Paint Garage - Full (Easy) - Textures2.ba2

WIPAG - Paint Garage - Full (Easy) - Textures3.ba2

WIPAG - Paint Garage - Full (Easy) - Textures4.ba2

WIPAG - Paint Garage - Full (Easy) - Textures5.ba2

WIPAG - Paint Garage - Full (Easy) - Textures6.ba2

WIPAG - Paint Garage - Full (Easy) - Textures7.ba2

 

Im under the understanding that this is the proper way to name your BA2 files is using the mod name and then using "- Textures" and the number similar to how the default ba2 files are named.

 

The only way i have been able to get them to load is literally adding them to the fallout.ini file and hardloading them into the game.

 

Problem is i get strange problems when i do this (although i dont know if its due to hard loading or just being a BA2 file.

 

 

2. The texture issue i'm having seems to be related to Mip Maps but i cannot be sure. See the screenshots below:

 

In this screenshot notice im close to the object and its WAY messed up.

http://steamcommunity.com/sharedfiles/filedetails/?id=1173613568

 

 

 

But in this screenshot when im further away its fine.

http://steamcommunity.com/sharedfiles/filedetails/?id=1173613521

 

Note: This does NOT HAPPEN when loading loose files, so its not the textures themselves but something to do with how the BA2 compressor compressed them. I used Archive2 to compress the files, the compressor that comes with GECK.

 

I have no idea why this is happening but i really need to find a fix. My mod has a large amount of textures and i've had a ton of requests to make it ba2 files instead of loose textures.

 

Any help is greatly appreciated. If you need i am willing to upload files for you to test.

 

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I replied to you on Beth.net hope it helps.

 

You may also want to try faking an upload to Beth.net and let the Ckit pack the archives for you. I assume your packing by hand but I could be wrong.

 

I just figured out the texture issue. I was using default compression with Archive2 and it was screwing up my textures. Switching to DDS fixed the problem. Now to use your info to fix the loading problem.

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​Ok i fixed all my issues. The Texture problem was that i had mixed in DDS with BGSM files in the same BSA and was using the General Format in the settings. Switching this to DDS for texture only BA2 and General for the BGSM files works like a charm.


Also using a name that did not have a - in it worked as well.


Thanks!


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  • 3 weeks later...

That'd be awesome, thank you.

 

So my main FO4 weapons merge finally had textures exceed 2 GB in the merged ba2 file and I'm thinking about splitting it up into multiple texture files if possible (but still one esp). Any idea what I need to name the resulting files so that the textures will actually work with the merge ?

Existing names that work:
Merged - Weapons.esp
Merged - Weapons - Textures.ba2

Doesn't seem to work :
Merged - Weapons.esp
Merged - Weapons - Textures01.ba2
Merged - Weapons - Textures02.ba2

Doesn't seem to work :
Merged - Weapons.esp
Merged - Weapons - Textures1.ba2
Merged - Weapons - Textures2.ba2

 

Doesn't seem to work :
Merged_Weapons.esp
Merged_Weapons - Textures1.ba2
Merged_Weapons - Textures2.ba2

Any ideas ? By not working I mean the weapons I spawn in-game are purple due to missing textures - even had a purple weapon on a load screen once. =)

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Oh yes, I just didn't mention them to avoid any confusion - so much for that plan. =)

 

Merged_Weapons - Main.ba2

Merged_Weapons - Voices_en.ba2

Merged_Weapons - Textures1.ba2
Merged_Weapons - Textures2.ba2

Merged_Weapons.esp

 

I'm fairly certain you're right about it probably working with an INI file edit, I'm just trying to avoid that since there are times I really don't want extra mods loading into my game - like when I'm working on a blueprint build for example; it just slows things down unnecessarily and nothing in it would get used so there's no point.

I know I could just spawn a second merge as well and bypass the issue that way but not only is that one extra slot but I'd like to avoid being quite so bruce-force about it.

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