SirTwist Posted February 3, 2018 Share Posted February 3, 2018 As the titles states, I am wondering what I would need to mods if I converted their mesh and texture folders to .bsa's, if anything? If nothing, I will do so, if not, then I do have tools to use make the changes. I am thinking, long term here, that some mods in Fallout 3, and New Vegas, that haven't changed/updated, in a while, I could do this with, and use a little less space. Of course I would NOT post any of those here, but I can detail how to do so, if need be. Anyway, looking for some insight before I do this, rather than doing so, and finding problems. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 3, 2018 Share Posted February 3, 2018 (edited) Old topic of discussion in virtually every Bethesda game. Please see "BSAs and You" (which is primarily original Skyrim era). Note that FO3 and FNV are more like Oblivion in their game engine (Gamebryo). That game engine gets confused by the same file in more than one BSA because the engine does not have strict order like in Skyrim; and will randomly grab from any one. In that instance you need a "loose" file to ensure which one gets used. This information is further down the thread, so you really need to read the whole thing (not just the first couple of posts) to get the entire picture. -Dubious- Edited February 3, 2018 by dubiousintent Link to comment Share on other sites More sharing options...
SirTwist Posted February 4, 2018 Author Share Posted February 4, 2018 Dubiousintent, thank you for that information. Here's what I have gathered from what I have read. BSA's are better for things than loose files. That's what I really wanted to know. Making them is not a problem. Nor is using them in mod organizer/2. I can see the advantages of using .bsa's over loose. I'm going to go through a few mods, and make some .bsa's. After I double check that none have been updated. Link to comment Share on other sites More sharing options...
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