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How Do I Share My Creation With The World


evrymetul

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So, awhile ago I manually modded my game, replacing sound files with new ones. Up to this point, everything works, and all the radios in the game are playing the music that I want, but I want to take this a bit further, I want compress all my modifications into one file, so I can share it with the world.

 

Before, I have worked with vpk files and source games and have made my own mods for left 4 dead 2, but I have absolutely no experience with esp files; how to make them or distribute them. All the tutorials that I have found all deal with GECK , which I have never used, and should not be necessary for making a simple sound mod. So my questions are,

 

1. What is the process of creating an esp file?

2. Is all the content I made/replace in the esp file or do I need to create a bsa file?

3. Do I need GECK for a simple sound mod?

Edited by evrymetul
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1. An esp file is created when you save any work you've done in the GECK (unless you were editing an existing esp file).

 

2. Content (like art and sounds) aren't stored in the esp file, but the esp does tell them what items, locations, etc your new content will be added to.

 

3. I'd consider the GECK, or at least FNVedit, to be necessary for just about any mod, because just about everything in New Vegas is loaded into the engine through an esm or esp file. For example, if your simple sound mod replaces the sound of an aid item being used, you'll need to locate the item in question, and edit its properties to point at the new sound file.

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1. An esp file is created when you save any work you've done in the GECK (unless you were editing an existing esp file).

 

2. Content (like art and sounds) aren't stored in the esp file, but the esp does tell them what items, locations, etc your new content will be added to.

 

3. I'd consider the GECK, or at least FNVedit, to be necessary for just about any mod, because just about everything in New Vegas is loaded into the engine through an esm or esp file. For example, if your simple sound mod replaces the sound of an aid item being used, you'll need to locate the item in question, and edit its properties to point at the new sound file.

 

How about if I'm just replacing a sound file with another sound file without editing any properties in any items in the game, which I did before. I'm aware that some mods don't have esp files.

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How about if I'm just replacing a sound file with another sound file without editing any properties in any items in the game, which I did before. I'm aware that some mods don't have esp files.

 

True, but it still helps to use the GECK or FNVEdit to find what file you need to replace.

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How about if I'm just replacing a sound file with another sound file without editing any properties in any items in the game, which I did before. I'm aware that some mods don't have esp files.

 

True, but it still helps to use the GECK or FNVEdit to find what file you need to replace.

 

I already replaced the files

 

The only thing I need to know now is how to package them

Edited by evrymetul
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You can extract the files you want to replace from one of the BSA's, replace them, and as long as you keep the folder structure intact, the game will use your files if you have ArchiveInvalidation working. Obviously you dont have to extract anything if you just place your files in the correct folder path with the correct name, but less chance to get it wrong if you do it.

 

Or you could create a BSA with your files and use an ESM, makes the package very neat and simple.

Edited by prodigium
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