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Packing scripts to .bsa issue


Hitozuma

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Ok this may sound noobish or whatever but I'm having a odd issue I can't fix from over 5 hours after trying any possible solution. I did some tweak of the vampire race (adding new spells and ability via playervampirequest script) made an esp file, test it ingame and it seems to work...the problem comes when I try to make a .bsa archive, even when I add the .psc and .pex script files edited, the mod will not work when I try it on the vanilla game...Can someone please tell me what I'm doing wrong?
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The Skyrim archiving system is generally broken and many people, perhaps most people, cannot make it work. If you can't make it work and get tired of messing with it, then just package and upload your mod in the old-school format with directories and files instead of a .bsa.
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Hi, thanks for the reply. Well I would like to make life easier to people who use mods, plus using packed bsa avoid the problem of replacing the original script with a modded one, and in all honesty i'm also curious to know which is the reason that prevent the mod to work properly when packed.
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Last bump...

 

 

I don't think anyone has the answer for the CK bugs. We have to wait until it gets patched.

 

Folks that are actually creating bsa files are using the tools from oblivion and fallout, then having to modify the results etc. using nifskope. And no, I don't know how to do it myself. Wish I did. Folks seem to be able to use bsaopt to work with bsa and create bsa files, but I can't run that as it requires 64 bit windows, which I do not have. I am stuck with XP on this computer as I don't have enough ram to run anything else.

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Hi Bannor9 thanks for the reply and thanks for your explanation very clean, I struggled to understand why my bsa wasn't working while those made by others worked, so that is the reason...Thanks again! I can only repay you with a kudo, so be it! Edited by Hitozuma
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Thanks for the kudo, and returned the favor as well.

 

I am keeping track of this thread, in the possible forlorn hope that there is ANOTHER real answer available or that there will be such an answer sometime in the future.

 

I am struggling myself with learning all the different aspects of getting NEW content into the game, learning what I MUST accomplish inside a 3d editor first, then importing that object into the Ck so I can add it to a mod. Skyrim and the CK are soooo powerful now, that it is a huge learning curve for folks used to the basic simplicity from NWN which is where I am coming from. And, that "basic simplicity" is really not all that simple even for NWN so I know where to start, but have not learned normal mapping etc yet, so I have a huge way to go yet.

 

My basic idea is to create a new "kit" as Bethesda is calling their interior tilesets, I wish to create a NEW tileset for other modders to be able to build with. That is a huge goal it appears as the kit requires a lot of individual pieces for it to become usable. Anyway, I am on the learning curve, still pretty low on that upward climb.

 

Lots of modders here have moved over from Oblivion and other games, and they generally have a leg up on knowing the basics for Skyrim, but even those folks are still learning more and more as they progress.

 

Anyway, good luck with whatever your endeavors are, and hopefully, we will get a patch in the not too distant future to the CK so that we can all move farther and faster with the development cycles of creating new mods for Skyrim.

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I'm in debt with you again :P thanks anyway :) .

 

Yeah, I'm still hoping for someone with the knowledge to fix or at least pass through the problem. It's the first time for me, I never made a mod before skyrim nor used any editing tool avaiable for such games so I have a loooong way to go XD; In all honesty I think that yours is an awesome idea, even a bit challenging I must say, but if your objective is set then you will succeed, and I wish Your best luck!

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